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

textureDebug : boolean If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually

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

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

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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#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

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

tilingTexture :PIXITexture An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture

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

removeChildAt(index) → {DisplayObject}

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

2025-01-10 15:47:30