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

reset(x, y) → {Phaser.TileSprite}

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

blendMode : number The blend mode to be applied to the sprite Inherited

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

body : Phaser.Physics.Arcade.Body |

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

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

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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