TileSprite#resizeFrame()

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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TileSprite#inCamera

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

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TileSprite#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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TileSprite#textureDebug

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

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TileSprite#outOfCameraBoundsKill

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

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TileSprite#tilePattern

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#bottom

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

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TileSprite#previousPosition

[readonly] previousPosition : Phaser.Point

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TileSprite#bringToTop()

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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TileSprite#alive

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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