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

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

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

shader : PIXI.AbstractFilter The

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

tilePattern :PIXITexture The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL)

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

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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

textureDebug : boolean If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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