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

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

2025-01-10 15:47:30
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)

2025-01-10 15:47:30
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

2025-01-10 15:47:30
TileSprite#left
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30
TileSprite#tint
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30
TileSprite#inWorld
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30
TileSprite#key
  • References/Game Development/Phaser/Display/TileSprite

key : string | Phaser.RenderTexture |

2025-01-10 15:47:30
TileSprite#kill()
  • References/Game Development/Phaser/Display/TileSprite

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

2025-01-10 15:47:30
TileSprite#fixedToCamera
  • References/Game Development/Phaser/Display/TileSprite

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30
TileSprite#preUpdate()
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30