docs: function Sprite(texture)
  {
      Container.call(this);
  
      /**
       * The anchor sets the origin point of the texture.
       * The default is 0,0 this means the texture's origin is the top left
       * Setting the anchor to 0.5,0.5 means the texture's origin is centered
       * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
       *
       * @member {Point}
       */
      this.anchor = new math.Point();
  
      /**
       * The texture that the sprite is using
       *
       * @member {Texture}
       * @private
       */
      this._texture = null;
  
      /**
       * The width of the sprite (this is initially set by the texture)
       *
       * @member {number}
       * @private
       */
      this._width = 0;
  
      /**
       * The height of the sprite (this is initially set by the texture)
       *
       * @member {number}
       * @private
       */
      this._height = 0;
  
      /**
       * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
       *
       * @member {number}
       * @default [0xFFFFFF]
       */
      this.tint = 0xFFFFFF;
  
      /**
       * The blend mode to be applied to the sprite. Apply a value of blendModes.NORMAL to reset the blend mode.
       *
       * @member {number}
       * @default CONST.BLEND_MODES.NORMAL;
       */
      this.blendMode = CONST.BLEND_MODES.NORMAL;
  
      /**
       * The shader that will be used to render the sprite. Set to null to remove a current shader.
       *
       * @member {AbstractFilter}
       */
      this.shader = null;
  
      /**
       * An internal cached value of the tint.
       *
       * @member {number}
       * @default [0xFFFFFF]
       */
      this.cachedTint = 0xFFFFFF;
  
      // call texture setter
      this.texture = texture || Texture.EMPTY;
  }