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Phaser. TileSprite

new TileSprite(game, x, y, width, height, key, frame)

A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled independently of the TileSprite itself.
Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source.

TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites.

You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background
that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the tilePosition
property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
consume huge amounts of memory and cause performance issues. Remember: use tilePosition to scroll your texture and tileScale to
adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.

An important note about texture dimensions:

When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be
a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two
it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and
bottom of your frame. To avoid this ensure your textures are perfect powers of two.

TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However
if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive
additional padding to enforce it to be so.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

x number

The x coordinate (in world space) to position the TileSprite at.

y number

The y coordinate (in world space) to position the TileSprite at.

width number

The width of the TileSprite.

height number

The height of the TileSprite.

key string | Phaser.BitmapData | PIXI.Texture

This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.

frame string | number

If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

Source - gameobjects/TileSprite.js, line 59

Extends

Members

alive :boolean

A useful flag to control if the Game Object is alive or dead.

This is set automatically by the Health components damage method should the object run out of health.
Or you can toggle it via your game code.

This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling.

Inherited From:
Default Value:
  • true
Source - gameobjects/components/LifeSpan.js, line 50

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 left
Setting than anchor to 0.5,0.5 means the textures origin is centered
Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner

Inherited From:
Source - pixi/display/Sprite.js, line 17

angle :number

The angle property is the rotation of the Game Object in degrees from its original orientation.

Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.

Values outside this range are added to or subtracted from 360 to obtain a value within the range.
For example, the statement player.angle = 450 is the same as player.angle = 90.

If you wish to work in radians instead of degrees you can use the property rotation instead.
Working in radians is slightly faster as it doesn't have to perform any calculations.

Inherited From:
Source - gameobjects/components/Angle.js, line 29

animations :Phaser.AnimationManager

If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
Through it you can create, play, pause and stop animations.

Inherited From:
Source - gameobjects/components/Core.js, line 193
See:

autoCull :boolean

A Game Object with autoCull set to true will check its bounds against the World Camera every frame.
If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.
This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.

Inherited From:
Source - gameobjects/components/AutoCull.js, line 28

blendMode :Number

The blend mode to be applied to the sprite

Inherited From:
Default Value:
  • PIXI.blendModes.NORMAL;
Source - pixi/extras/TilingSprite.js, line 86

body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null

body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
properties and methods via it.

By default Game Objects won't add themselves to any physics system and their body property will be null.

To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this object
and system is the Physics system you are using. If none is given it defaults to Phaser.Physics.Arcade.

You can alternatively call game.physics.arcade.enable(object), or add this Game Object to a physics enabled Group.

Important: Enabling a Game Object for P2 or Ninja physics will automatically set its anchor property to 0.5,
so the physics body is centered on the Game Object.

If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.

Type:
Inherited From:
Source - gameobjects/components/PhysicsBody.js, line 91

bottom :number

The sum of the y and height properties.
This is the same as y + height - offsetY.

Inherited From:
Source - gameobjects/components/Bounds.js, line 168

cameraOffset :Phaser.Point

The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true.

The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.

Inherited From:
Source - gameobjects/components/FixedToCamera.js, line 86

canvasBuffer :PIXICanvasBuffer

The CanvasBuffer object that the tiled texture is drawn to.

Inherited From:
Source - pixi/extras/TilingSprite.js, line 95

centerX :number

The center x coordinate of the Game Object.
This is the same as (x - offsetX) + (width / 2).

Inherited From:
Source - gameobjects/components/Bounds.js, line 58

centerY :number

The center y coordinate of the Game Object.
This is the same as (y - offsetY) + (height / 2).

Inherited From:
Source - gameobjects/components/Bounds.js, line 80

checkWorldBounds :boolean

If this is set to true the Game Object checks if it is within the World bounds each frame.

When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event.

If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event.

It also optionally kills the Game Object if outOfBoundsKill is true.

When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every frame.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.

Inherited From:
Source - gameobjects/components/InWorld.js, line 98

<readonly> children :Array.<DisplayObject>

[read-only] The array of children of this container.

Type:
Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 17

<internal> components :object

The components this Game Object has installed.

Inherited From:
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/components/Core.js, line 167

damage

Damages the Game Object. This removes the given amount of health from the health property.

If health is taken below or is equal to zero then the kill method is called.

Inherited From:
Source - gameobjects/components/Health.js, line 46

data :Object

An empty Object that belongs to this Game Object.
This value isn't ever used internally by Phaser, but may be used by your own code, or
by Phaser Plugins, to store data that needs to be associated with the Game Object,
without polluting the Game Object directly.

Inherited From:
Default Value:
  • {}
Source - gameobjects/components/Core.js, line 160

debug :boolean

A debug flag designed for use with Game.enableStep.

Inherited From:
Source - gameobjects/components/Core.js, line 218

<readonly> destroyPhase :boolean

As a Game Object runs through its destroy method this flag is set to true,
and can be checked in any sub-systems or plugins it is being destroyed from.

Inherited From:
Source - gameobjects/components/Destroy.js, line 22

events :Phaser.Events

All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.

Inherited From:
Source - gameobjects/components/Core.js, line 185
See:

exists :Boolean

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

Inherited From:
Default Value:
  • true
Source - pixi/display/Sprite.js, line 103

fixedToCamera :boolean

A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.

The values are adjusted at the rendering stage, overriding the Game Objects actual world position.

The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
regardless where in the world the camera is.

The offsets are stored in the cameraOffset property.

Note that the cameraOffset values are in addition to any parent of this Game Object on the display list.

Be careful not to set fixedToCamera on Game Objects which are in Groups that already have fixedToCamera enabled on them.

Inherited From:
Source - gameobjects/components/FixedToCamera.js, line 56

frame :integer

Gets or sets the current frame index of the texture being used to render this Game Object.

To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,
for example: player.frame = 4.

If the frame index given doesn't exist it will revert to the first frame found in the texture.

If you are using a texture atlas then you should use the frameName property instead.

If you wish to fully replace the texture being used see loadTexture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 254

frameName :string

Gets or sets the current frame name of the texture being used to render this Game Object.

To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,
for example: player.frameName = "idle".

If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.

If you are using a sprite sheet then you should use the frame property instead.

If you wish to fully replace the texture being used see loadTexture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 279

<readonly> fresh :boolean

A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.

Inherited From:
Source - gameobjects/components/Core.js, line 248

game :Phaser.Game

A reference to the currently running Game.

Inherited From:
Source - gameobjects/components/Core.js, line 142

heal

Heal the Game Object. This adds the given amount of health to the health property.

Inherited From:
Source - gameobjects/components/Health.js, line 90

health :number

The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

It can be used in combination with the damage method or modified directly.

Inherited From:
Default Value:
  • 1
Source - gameobjects/components/Health.js, line 26

height :Number

The height of the tiling sprite

Inherited From:
Source - pixi/extras/TilingSprite.js, line 27

ignoreChildInput :Boolean

If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events.

If this property is true then the children will not be considered as valid for Input events.

Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 26

<readonly> inCamera :boolean

Checks if the Game Objects bounds intersect with the Game Camera bounds.
Returns true if they do, otherwise false if fully outside of the Cameras bounds.

Inherited From:
Source - gameobjects/components/AutoCull.js, line 37

input :Phaser.InputHandler|null

The Input Handler for this Game Object.

By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true.

After you have done this, this property will be a reference to the Phaser InputHandler.

Type:
Inherited From:
Source - gameobjects/components/InputEnabled.js, line 24

inputEnabled :boolean

By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is created
for this Game Object and it will then start to process click / touch events and more.

You can then access the Input Handler via this.input.

Note that Input related events are dispatched from this.events, i.e.: events.onInputDown.

If you set this property to false it will stop the Input Handler from processing any more input events.

If you want to temporarily disable input for a Game Object, then it's better to set
input.enabled = false, as it won't reset any of the Input Handlers internal properties.
You can then toggle this back on as needed.

Inherited From:
Source - gameobjects/components/InputEnabled.js, line 42

<readonly> inWorld :boolean

Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.

Inherited From:
Source - gameobjects/components/InWorld.js, line 129

key :string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture

The key of the image or texture used by this Game Object during rendering.
If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.
If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key __missing which is a 32x32 PNG of a green box with a line through it.

Type:
Inherited From:
Source - gameobjects/components/Core.js, line 203

left :number

The left coordinate of the Game Object.
This is the same as x - offsetX.

Inherited From:
Source - gameobjects/components/Bounds.js, line 102

lifespan :number

The lifespan allows you to give a Game Object a lifespan in milliseconds.

Once the Game Object is 'born' you can set this to a positive value.

It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.
When it reaches zero it will call the kill method.

Very handy for particles, bullets, collectibles, or any other short-lived entity.

Inherited From:
Source - gameobjects/components/LifeSpan.js, line 65

maxHealth :number

The Game Objects maximum health value. This works in combination with the heal method to ensure
the health value never exceeds the maximum.

Inherited From:
Default Value:
  • 100
Source - gameobjects/components/Health.js, line 35

name :string

A user defined name given to this Game Object.
This value isn't ever used internally by Phaser, it is meant as a game level property.

Inherited From:
Source - gameobjects/components/Core.js, line 150

<readonly> offsetX :number

The amount the Game Object is visually offset from its x coordinate.
This is the same as width * anchor.x.
It will only be > 0 if anchor.x is not equal to zero.

Inherited From:
Source - gameobjects/components/Bounds.js, line 24

<readonly> offsetY :number

The amount the Game Object is visually offset from its y coordinate.
This is the same as height * anchor.y.
It will only be > 0 if anchor.y is not equal to zero.

Inherited From:
Source - gameobjects/components/Bounds.js, line 42

outOfBoundsKill :boolean

If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false.

Inherited From:
Source - gameobjects/components/InWorld.js, line 106

outOfCameraBoundsKill :boolean

If this and the autoCull property are both set to true, then the kill method
is called as soon as the Game Object leaves the camera bounds.

Inherited From:
Source - gameobjects/components/InWorld.js, line 115

pendingDestroy :boolean

A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.

This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.

Inherited From:
Source - gameobjects/components/Core.js, line 259

<readonly> physicsType :number

The const physics body type of this object.

Source - gameobjects/TileSprite.js, line 78

<readonly> previousPosition :Phaser.Point

The position the Game Object was located in the previous frame.

Inherited From:
Source - gameobjects/components/Core.js, line 225

<readonly> previousRotation :number

The rotation the Game Object was in set to in the previous frame. Value is in radians.

Inherited From:
Source - gameobjects/components/Core.js, line 232

refreshTexture :Boolean

If true the TilingSprite will run generateTexture on its next render pass.
This is set by the likes of Phaser.LoadTexture.setFrame.

Inherited From:
Default Value:
  • true
Source - pixi/extras/TilingSprite.js, line 119

renderable :Boolean

Whether this sprite is renderable or not

Inherited From:
Default Value:
  • true
Source - pixi/extras/TilingSprite.js, line 59

<readonly> renderOrderID :number

The render order ID is used internally by the renderer and Input Manager and should not be modified.
This property is mostly used internally by the renderers, but is exposed for the use of plugins.

Inherited From:
Source - gameobjects/components/Core.js, line 240

The right coordinate of the Game Object.
This is the same as x + width - offsetX.

Inherited From:
Source - gameobjects/components/Bounds.js, line 124

setHealth

Sets the health property of the Game Object to the given amount.
Will never exceed the maxHealth value.

Inherited From:
Source - gameobjects/components/Health.js, line 70

shader :PIXI.AbstractFilter

The shader that will be used to render this Sprite.
Set to null to remove a current shader.

Inherited From:
Default Value:
  • null
Source - pixi/display/Sprite.js, line 93

smoothed :boolean

Enable or disable texture smoothing for this Game Object.

It only takes effect if the Game Object is using an image based texture.

Smoothing is enabled by default.

Inherited From:
Source - gameobjects/components/Smoothed.js, line 25

texture :PIXI.Texture

The texture that the sprite is using

Inherited From:
Source - pixi/display/Sprite.js, line 28

textureDebug :Boolean

If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually
debug the texture being used.

Inherited From:
Source - pixi/extras/TilingSprite.js, line 77

tilePattern :PIXITexture

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

Inherited From:
Source - pixi/extras/TilingSprite.js, line 111

tilePosition :Point

The offset position of the image that is being tiled

Inherited From:
Source - pixi/extras/TilingSprite.js, line 51

tileScale :Point

The scaling of the image that is being tiled

Inherited From:
Source - pixi/extras/TilingSprite.js, line 35

tileScaleOffset :Point

A point that represents the scale of the texture object

Inherited From:
Source - pixi/extras/TilingSprite.js, line 43

tilingTexture :PIXITexture

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

Inherited From:
Source - pixi/extras/TilingSprite.js, line 103

tint :Number

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

Inherited From:
Default Value:
  • 0xFFFFFF
Source - pixi/extras/TilingSprite.js, line 68

tintedTexture :Canvas

A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

Inherited From:
Default Value:
  • null
Source - pixi/display/Sprite.js, line 73

top :number

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

Inherited From:
Source - gameobjects/components/Bounds.js, line 146

<readonly> type :number

The const type of this object.

Source - gameobjects/TileSprite.js, line 72

width :Number

The width of the tiling sprite

Inherited From:
Source - pixi/extras/TilingSprite.js, line 19

world :Phaser.Point

The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ from position,
which contains the x/y coordinates relative to the Game Objects parent.

Inherited From:
Source - gameobjects/components/Core.js, line 211

x :number

The position of the Game Object on the x axis relative to the local coordinates of the parent.

Inherited From:
Source - gameobjects/components/PhysicsBody.js, line 98

y :number

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

Inherited From:
Source - gameobjects/components/PhysicsBody.js, line 124

<readonly> z :number

The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
This value is adjusted automatically whenever the Group hierarchy changes.
If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.

Inherited From:
Source - gameobjects/components/Core.js, line 177

Methods

addChild(child) → {DisplayObject}

Adds a child to the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to add to the container

Returns:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 42

addChildAt(child, index) → {DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters:
Name Type Description
child DisplayObject

The child to add

index Number

The index to place the child in

Returns:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 55

alignIn(container, position, offsetX, offsetY) → {Object}

Aligns this Game Object within another Game Object, or Rectangle, known as the
'container', to one of 9 possible positions.

The container must be a Game Object, or Phaser.Rectangle object. This can include properties
such as World.bounds or Camera.view, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of
the container. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER,
Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT,
Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the
container, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:

sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
one expands it.

Parameters:
Name Type Argument Default Description
container Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

position integer <optional>

The position constant. One of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

offsetX integer <optional>
0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

offsetY integer <optional>
0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:
Object -

This Game Object.

Inherited From:
Source - gameobjects/components/Bounds.js, line 223

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

Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
'parent', in one of 11 possible positions.

The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
such as World.bounds or Camera.view, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of
the parent. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP,
Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER,
Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER
and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the
parent, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:

sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
one expands it.

Parameters:
Name Type Argument Default Description
parent Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

position integer <optional>

The position constant. One of Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

offsetX integer <optional>
0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

offsetY integer <optional>
0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:
Object -

This Game Object.

Inherited From:
Source - gameobjects/components/Bounds.js, line 321

autoScroll(x, y)

Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().
The scroll speed is specified in pixels per second.
A negative x value will scroll to the left. A positive x value will scroll to the right.
A negative y value will scroll up. A positive y value will scroll down.

Parameters:
Name Type Description
x number

Horizontal scroll speed in pixels per second.

y number

Vertical scroll speed in pixels per second.

Source - gameobjects/TileSprite.js, line 149

bringToTop() → {PIXI.DisplayObject}

Brings this Game Object to the top of its parents display list.
Visually this means it will render over the top of any old child in the same Group.

If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,
because the World is the root Group from which all Game Objects descend.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 24

contains(child) → {Boolean}

Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

Parameters:
Name Type Description
child DisplayObject

-

Returns:
Boolean -
Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 449

destroy(destroyChildren)

Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present
and nulls its reference to game, freeing it up for garbage collection.

Parameters:
Name Type Argument Default Description
destroyChildren boolean <optional>
true

Should every child of this object have its destroy method called?

Source - gameobjects/TileSprite.js, line 178

generateTilingTexture(forcePowerOfTwo, renderSession)

Parameters:
Name Type Description
forcePowerOfTwo Boolean

Whether we want to force the texture to be a power of two

renderSession RenderSession

-

Inherited From:
Source - pixi/extras/TilingSprite.js, line 332

getBounds() → {Rectangle}

Returns the framing rectangle of the sprite as a PIXI.Rectangle object

Returns:
Rectangle -

the framing rectangle

Inherited From:
Source - pixi/extras/TilingSprite.js, line 417

getChildAt(index) → {DisplayObject}

Returns the child at the specified index

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child at the given index, if any.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 153

getChildIndex(child) → {Number}

Returns the index position of a child DisplayObject instance

Parameters:
Name Type Description
child DisplayObject

The DisplayObject instance to identify

Returns:
Number -

The index position of the child display object to identify

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 112

getLocalBounds() → {Rectangle}

Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.

Returns:
Rectangle -

The rectangular bounding area

Inherited From:
Source - pixi/display/Sprite.js, line 315

kill() → {PIXI.DisplayObject}

Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false.

It will dispatch the onKilled event. You can listen to events.onKilled for the signal.

Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
it doesn't destroy the object or free it up from memory.

If you don't need this Game Object any more you should call destroy instead.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/LifeSpan.js, line 113

loadTexture(key, frame, stopAnimation)

Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.

If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead.

You should only use loadTexture if you want to replace the base texture entirely.

Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.

You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite.
Doing this then sets the key to be the frame argument (the frame is set to zero).

This allows you to create sprites using load.image during development, and then change them
to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'
and swapping it to be the key of the atlas data.

Note: You cannot use a RenderTexture as a texture for a TileSprite.

Parameters:
Name Type Argument Default Description
key string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture

This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.

frame string | number <optional>

If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

stopAnimation boolean <optional>
true

If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 51

moveDown() → {PIXI.DisplayObject}

Moves this Game Object down one place in its parents display list.
This call has no effect if the Game Object is already at the bottom of the display list.

If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,
because the World is the root Group from which all Game Objects descend.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 87

moveUp() → {PIXI.DisplayObject}

Moves this Game Object up one place in its parents display list.
This call has no effect if the Game Object is already at the top of the display list.

If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,
because the World is the root Group from which all Game Objects descend.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 66

overlap(displayObject) → {boolean}

Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,
which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result.

This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result.

Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.
It should be fine for low-volume testing where physics isn't required.

Parameters:
Name Type Description
displayObject Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject

The display object to check against.

Returns:
boolean -

True if the bounds of this Game Object intersects at any point with the bounds of the given display object.

Inherited From:
Source - gameobjects/components/Overlap.js, line 29

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

Plays an Animation.

The animation should have previously been created via animations.add.

If the animation is already playing calling this again won't do anything.
If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop.

Parameters:
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.

frameRate number <optional>
null

The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

Returns:

A reference to playing Animation.

Inherited From:
Source - gameobjects/components/Animation.js, line 31

<internal> postUpdate()

Internal method called by the World postUpdate cycle.

Inherited From:
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - gameobjects/components/Core.js, line 338

preUpdate()

Automatically called by World.preUpdate.

Source - gameobjects/TileSprite.js, line 122

removeChild(child) → {DisplayObject}

Removes a child from the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to remove

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 171

removeChildAt(index) → {DisplayObject}

Removes a child from the specified index position.

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 191

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters:
Name Type Description
beginIndex Number

The beginning position. Default value is 0.

endIndex Number

The ending position. Default value is size of the container.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 213

reset(x, y) → {Phaser.TileSprite}

Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then
sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
If the TileSprite has a physics body that too is reset.

Parameters:
Name Type Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

Returns:

This instance.

Source - gameobjects/TileSprite.js, line 194

resetFrame()

Resets the texture frame dimensions that the Game Object uses for rendering.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 232

resizeFrame(parent, width, height)

Resizes the Frame dimensions that the Game Object uses for rendering.

You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData
it can be useful to adjust the dimensions directly in this way.

Parameters:
Name Type Description
parent object

The parent texture object that caused the resize, i.e. a Phaser.Video object.

width integer

The new width of the texture.

height integer

The new height of the texture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 220

revive(health) → {PIXI.DisplayObject}

Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.

A resurrected Game Object has its alive, exists and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.onRevived for the signal.

Parameters:
Name Type Argument Default Description
health number <optional>
100

The health to give the Game Object. Only set if the GameObject has the Health component.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/LifeSpan.js, line 78

sendToBack() → {PIXI.DisplayObject}

Sends this Game Object to the bottom of its parents display list.
Visually this means it will render below all other children in the same Group.

If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,
because the World is the root Group from which all Game Objects descend.

Returns:
PIXI.DisplayObject -

This instance.

Inherited From:
Source - gameobjects/components/BringToTop.js, line 45

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:
Name Type Description
child DisplayObject

The child DisplayObject instance for which you want to change the index number

index Number

The resulting index number for the child display object

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 132

setFrame(frame)

Sets the texture frame the Game Object uses for rendering.

This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes.

Parameters:
Name Type Description
frame Phaser.Frame

The Frame to be used by the texture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 155

setTexture(texture, destroy)

Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous
texture this Sprite was using.

Parameters:
Name Type Argument Default Description
texture PIXI.Texture

The PIXI texture that is displayed by the sprite

destroy Boolean <optional>
false

Call Texture.destroy on the current texture before replacing it with the new one?

Inherited From:
Source - pixi/display/Sprite.js, line 163

stopScroll()

Stops an automatically scrolling TileSprite.

Source - gameobjects/TileSprite.js, line 166

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:
Name Type Description
child DisplayObject

-

child2 DisplayObject

-

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 85

update()

Override this method in your own custom objects to handle any update requirements.
It is called immediately after preUpdate and before postUpdate.
Remember if this Game Object has any children you should call update on those too.

Inherited From:
Source - gameobjects/components/Core.js, line 328
Phaser Copyright © 2012-2016 Photon Storm Ltd.
Documentation generated by JSDoc 3.4.0 on Fri Aug 26 2016 01:16:19 GMT+0100 (BST) using the DocStrap template.