TileSprite#left
  • References/Game Development/Phaser/Display/TileSprite

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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TileSprite#key
  • References/Game Development/Phaser/Display/TileSprite

key : string | Phaser.RenderTexture |

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TileSprite#tileScaleOffset
  • References/Game Development/Phaser/Display/TileSprite

tileScaleOffset :Point A point that represents the scale of the texture object

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TileSprite#checkWorldBounds
  • References/Game Development/Phaser/Display/TileSprite

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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TileSprite#centerY
  • References/Game Development/Phaser/Display/TileSprite

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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TileSprite#heal
  • References/Game Development/Phaser/Display/TileSprite

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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TileSprite#animations
  • References/Game Development/Phaser/Display/TileSprite

animations : Phaser.AnimationManager

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TileSprite#TileSprite
  • References/Game Development/Phaser/Display/TileSprite

new TileSprite(game, x, y, width, height, key, frame) A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled

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TileSprite#alignIn()
  • References/Game Development/Phaser/Display/TileSprite

alignIn(container, position, offsetX, offsetY)

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TileSprite#preUpdate()
  • References/Game Development/Phaser/Display/TileSprite

preUpdate() Automatically called by World.preUpdate. Source code:

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