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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

[readonly] children : Array.<Displa

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

[readonly] physicsType : number The const physics body type of this object.

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

autoScroll(x, y) Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().The

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

canvasBuffer :PIXICanvasBuffer The CanvasBuffer object that the tiled texture is drawn to.

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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