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

input : Phaser.InputHandler | null The

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

height : number The height of the tiling sprite Inherited From

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

texture : PIXI.Texture The texture that the

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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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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#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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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#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#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

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