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

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

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

[readonly] previousPosition : Phaser.Point

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

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

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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