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

stopScroll() Stops an automatically scrolling TileSprite. Source code:

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

addChildAt(child, index) → {DisplayObject}

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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

renderable : boolean Whether this sprite is renderable or not Inherited

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

world : Phaser.Point The world coordinates of this

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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