# Source: src/gameobjects/Sprite.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * Sprites are the lifeblood of your game, used for nearly everything visual.
    *
    * At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
    * They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
    * events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
    *
    * @class Phaser.Sprite
    * @constructor
    * @extends PIXI.Sprite
    * @extends Phaser.Component.Core
    * @extends Phaser.Component.Angle
    * @extends Phaser.Component.Animation
    * @extends Phaser.Component.AutoCull
    * @extends Phaser.Component.Bounds
    * @extends Phaser.Component.BringToTop
    * @extends Phaser.Component.Crop
    * @extends Phaser.Component.Delta
    * @extends Phaser.Component.Destroy
    * @extends Phaser.Component.FixedToCamera
    * @extends Phaser.Component.Health
    * @extends Phaser.Component.InCamera
    * @extends Phaser.Component.InputEnabled
    * @extends Phaser.Component.InWorld
    * @extends Phaser.Component.LifeSpan
    * @extends Phaser.Component.LoadTexture
    * @extends Phaser.Component.Overlap
    * @extends Phaser.Component.PhysicsBody
    * @extends Phaser.Component.Reset
    * @extends Phaser.Component.ScaleMinMax
    * @extends Phaser.Component.Smoothed
    * @param {Phaser.Game} game - A reference to the currently running game.
    * @param {number} x - The x coordinate (in world space) to position the Sprite at.
    * @param {number} y - The y coordinate (in world space) to position the Sprite at.
    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
    * @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
    */
    Phaser.Sprite = function (game, x, y, key, frame) {

        x = x || 0;
        y = y || 0;
        key = key || null;
        frame = frame || null;

        /**
        * @property {number} type - The const type of this object.
        * @readonly
        */
        this.type = Phaser.SPRITE;

        /**
        * @property {number} physicsType - The const physics body type of this object.
        * @readonly
        */
        this.physicsType = Phaser.SPRITE;

        PIXI.Sprite.call(this, Phaser.Cache.DEFAULT);

        Phaser.Component.Core.init.call(this, game, x, y, key, frame);

    };

    Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
    Phaser.Sprite.prototype.constructor = Phaser.Sprite;

    Phaser.Component.Core.install.call(Phaser.Sprite.prototype, [
        'Angle',
        'Animation',
        'AutoCull',
        'Bounds',
        'BringToTop',
        'Crop',
        'Delta',
        'Destroy',
        'FixedToCamera',
        'Health',
        'InCamera',
        'InputEnabled',
        'InWorld',
        'LifeSpan',
        'LoadTexture',
        'Overlap',
        'PhysicsBody',
        'Reset',
        'ScaleMinMax',
        'Smoothed'
    ]);

    Phaser.Sprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
    Phaser.Sprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
    Phaser.Sprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
    Phaser.Sprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;

    /**
    * Automatically called by World.preUpdate.
    *
    * @method
    * @memberof Phaser.Sprite
    * @return {boolean} True if the Sprite was rendered, otherwise false.
    */
    Phaser.Sprite.prototype.preUpdate = function() {

        if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
        {
            return false;
        }

        return this.preUpdateCore();

    };