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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

removeChildAt(index) → {DisplayObject}

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

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

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

getChildAt(index) → {DisplayObject}

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

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

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

tilePattern :PIXITexture The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL)

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

shader : PIXI.AbstractFilter The

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

height : number The height of the tiling sprite Source code:

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