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

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

2025-01-10 15:47:30
TileSprite#getChildIndex()
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30
TileSprite#tilePosition
  • References/Game Development/Phaser/Display/TileSprite

tilePosition :Point The offset position of the image that is being tiled Inherited

2025-01-10 15:47:30
TileSprite#alive
  • References/Game Development/Phaser/Display/TileSprite

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

2025-01-10 15:47:30
TileSprite#fresh
  • References/Game Development/Phaser/Display/TileSprite

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
TileSprite#resizeFrame()
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30
TileSprite#previousPosition
  • References/Game Development/Phaser/Display/TileSprite

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30
TileSprite#destroyPhase
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30
TileSprite#swapChildren()
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30
TileSprite#getLocalBounds()
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30