code: function setRegion(region) {
           if (this.source !== null) {
             // set the source texture for the given region
             this.image = this.source.getTexture(region);
           } // set the sprite offset within the texture
  
  
           this.current.offset.setV(region.offset); // set angle if defined
  
           this.current.angle = region.angle; // update the default "current" size
  
           this.width = this.current.width = region.width;
           this.height = this.current.height = region.height; // set global anchortPoint if defined
  
           if (region.anchorPoint) {
             this.anchorPoint.set(this._flip.x && region.trimmed === true ? 1 - region.anchorPoint.x : region.anchorPoint.x, this._flip.y && region.trimmed === true ? 1 - region.anchorPoint.y : region.anchorPoint.y);
           }
  
           return this;
         }
docs: change the current texture atlas region for this sprite
  @see me.Texture.getRegion
  @name setRegion
  @memberOf me.Sprite.prototype
  @function
  @param {Object} region typically returned through me.Texture.getRegion()
  @return {me.Sprite} Reference to this object for method chaining
  @example
  // change the sprite to "shadedDark13.png";
  mySprite.setRegion(game.texture.getRegion("shadedDark13.png"));