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

shader : PIXI.AbstractFilter The

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

tilePosition :Point The offset position of the image that is being tiled Inherited

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

destroy(destroyChildren) Destroys the TileSprite. This removes it from its parent group, destroys the

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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