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

input : Phaser.InputHandler | null The

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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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

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

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

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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