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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

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

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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