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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

[readonly] children : Array.<Displa

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

removeChild(child) → {DisplayObject}

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

addChild(child) → {DisplayObject}

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

cameraOffset : Phaser.Point The x/y coordinate offset

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