TilingSprite#setChildIndex()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

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

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TilingSprite#addChild()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

addChild(child) → {DisplayObject}

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TilingSprite#children
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

[readonly] children : Array.<Displa

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TilingSprite#tileScale
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

tileScale :Point The scaling of the image that is being tiled Source code:

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TilingSprite#texture
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

texture : PIXI.Texture The texture that the

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TilingSprite#tint
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

tint : number The tint applied to the sprite. This is a hex value Default

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TilingSprite#addChildAt()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

addChildAt(child, index) → {DisplayObject}

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TilingSprite#generateTilingTexture()
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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TilingSprite#refreshTexture
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This

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TilingSprite#ignoreChildInput
  • References/Game Development/Phaser/PIXI/PIXI.TilingSprite

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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