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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

tint : number The tint applied to the sprite. This is a hex value Inherited

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

key : string | Phaser.RenderTexture |

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

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

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