         sprite?.zPosition=CGFloat(rlayer)
         sprite?.position=CGPoint(x: x, y: y)
         sprite?.blendMode = .alpha
-        sprite?.color = .white
+        sprite?.color = UIColor(red: CGFloat(r), green: CGFloat(g), blue: CGFloat(b), alpha: 1)
         sprite?.colorBlendFactor=1.0
-        sprite?.alpha=0
+        sprite?.alpha=CGFloat(alpha)
+        sprite?.setScale(CGFloat(scale))
+        sprite?.zRotation=CGFloat(angle)
         switch origin {
         case .TopLeft:
             sprite?.anchorPoint=CGPoint(x: 0, y: 1)

        if sprite==nil {
            return
        }
        //let scale=Double((image?.size.height)!/1080)*StoryBoard.actualheight
        //sprite?.size=CGSize(width: Double((image?.size.width)!)*scale, height: Double((image?.size.height)!)*scale)
        var size=sprite?.size
        size?.width*=CGFloat(StoryBoard.actualwidth/StoryBoard.stdwidth)
        size?.height*=CGFloat(StoryBoard.actualheight/StoryBoard.stdheight)

class StoryBoard {
    
    public static var stdwidth:Double=640.0
    public static let stdheight:Double=480.0
    public static var actualwidth:Double = 0
    public static var actualheight:Double = 0
