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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

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

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

[readonly] previousPosition : Phaser.Point

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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#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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