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

[readonly] previousPosition : Phaser.Point

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

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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

shader : PIXI.AbstractFilter The

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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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