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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

[readonly] type : number The const type of this 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'

2025-01-10 15:47:30
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

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

texture : PIXI.Texture The texture that the

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

input : Phaser.InputHandler | null The

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This

2025-01-10 15:47:30