Tileset#Tileset

new Tileset(name, firstgid, width, height, margin, spacing, properties) A Tile set is a combination of an image containing the tiles and collision data per tile. Tilesets are normally created automatically when Tiled data is loaded. Parameters Name Type Argument Default Description name string The name of the tileset in the map data. firstgid integer The first tile index this tileset contains. width integer <optional> 32 Width of each tile (in pixels). height integer

Tileset#tileSpacing

[readonly] tileSpacing : integer The spacing between each tile in the sheet (in pixels).Use setSpacing to change. Source code: tilemap/Tileset.js (Line 71)

Tileset#tileWidth

[readonly] tileWidth : integer The width of each tile (in pixels). Source code: tilemap/Tileset.js (Line 47)

Tileset#total

[readonly] total : integer The total number of tiles in the tileset. Source code: tilemap/Tileset.js (Line 109)

TileSprite#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

TileSprite#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

TileSprite#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

TileSprite#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

TileSprite#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

TileSprite#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)