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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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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

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

removeChildAt(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.

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

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

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

play(name, frameRate, loop, killOnComplete) → {

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