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

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

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

[readonly] type : number The const type of this object.

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