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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

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

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

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

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