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, etch 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.RenderTexture | 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 RenderTexture, 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
- PIXI.TilingSprite
- Phaser.Component.Core
- Phaser.Component.Angle
- Phaser.Component.Animation
- Phaser.Component.AutoCull
- Phaser.Component.Bounds
- Phaser.Component.BringToTop
- Phaser.Component.Destroy
- Phaser.Component.FixedToCamera
- Phaser.Component.Health
- Phaser.Component.InCamera
- Phaser.Component.InputEnabled
- Phaser.Component.InWorld
- Phaser.Component.LifeSpan
- Phaser.Component.LoadTexture
- Phaser.Component.Overlap
- Phaser.Component.PhysicsBody
- Phaser.Component.Reset
- Phaser.Component.Smoothed
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
-
alpha :Number
-
The opacity of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 46
-
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 22
-
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 186
- 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 itsrenderable
property set tofalse
. 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 benull
.To enable this Game Object for physics you need to call
game.physics.enable(object, system)
whereobject
is this object andsystem
is the Physics system you are using. If none is given it defaults toPhaser.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
-
<readonly> 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 110
-
cacheAsBitmap :Boolean
-
Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 355
-
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
-
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
istrue
.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 92
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- 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 160
-
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
-
debug :boolean
-
A debug flag designed for use with
Game.enableStep
.- Inherited From:
- Source - gameobjects/components/Core.js, line 211
-
<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 178
- See:
-
exists :boolean
-
Controls if this Game Object is processed by the core game loop. If this Game Object has a physics body it also controls if its physics body is updated or not. When
exists
is set tofalse
it will remove its physics body from the physics world if it has one. It also toggles thevisible
property to false as well.Setting
exists
to true will add its physics body back in to the physics world, if it has one. It will also set thevisible
property totrue
.- Inherited From:
- Source - gameobjects/components/Core.js, line 277
-
filterArea :Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 164
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer.
To remove filters simply set this property to 'null'.
You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset this objects blend mode to NORMAL.
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 307
-
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 havefixedToCamera
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 242
-
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 267
-
<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 241
-
game :Phaser.Game
-
A reference to the currently running Game.
- Inherited From:
- Source - gameobjects/components/Core.js, line 145
-
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
-
hitArea :Rectangle|Circle|Ellipse|Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Rectangle | Circle | Ellipse | Polygon
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 62
-
<readonly> inCamera :boolean
-
Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns
true
if they do, otherwisefalse
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:
- Phaser.InputHandler | null
- 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.
- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 38
-
<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 114
-
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:
- string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
- Inherited From:
- Source - gameobjects/components/Core.js, line 196
-
<readonly> left :number
-
The left coordinate of the Game Object. This is the same as
x - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 59
-
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 thekill
method.Very handy for particles, bullets, collectibles, or any other short-lived entity.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 65
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 282
-
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 153
-
<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 totrue
then thekill
method is called as soon asinWorld
returns false.- Inherited From:
- Source - gameobjects/components/InWorld.js, line 100
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 79
-
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 252
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Source - gameobjects/TileSprite.js, line 78
-
pivot :Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
position :Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
<readonly> previousPosition :Phaser.Point
-
The position the Game Object was located in the previous frame.
- Inherited From:
- Source - gameobjects/components/Core.js, line 218
-
<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 225
-
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 233
-
<readonly> right :number
-
The right coordinate of the Game Object. This is the same as
x + width - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 76
-
rotation :Number
-
The rotation of the object in radians.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 38
-
scale :Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
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 the texture to the stage. Set to null to remove a current shader.
- Inherited From:
- Default Value:
- null
- Source - pixi/display/Sprite.js, line 98
-
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
-
<readonly> stage :Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 88
-
texture :PIXI.Texture
-
The texture that the sprite is using
- Inherited From:
- Source - pixi/display/Sprite.js, line 33
-
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 78
-
<readonly> top :number
-
The y coordinate of the Game Object. This is the same as
y - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 93
-
<readonly> type :number
-
The const type of this object.
- Source - gameobjects/TileSprite.js, line 72
-
visible :Boolean
-
The visibility of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 54
-
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 204
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 97
-
<readonly> worldPosition :Point
-
The position of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 116
-
<readonly> worldRotation :Number
-
The rotation of the Display Object, in radians, based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 136
-
<readonly> worldScale :Point
-
The scale of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 126
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 258
-
x :Number
-
The position of the displayObject on the x axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 723
-
y :Number
-
The position of the displayObject on the y axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 741
-
<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 170
Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 91
-
addChildAt(child, index) → {PIXI.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
PIXI.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 103
-
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:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 24
-
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
-
generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}
-
Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
Parameters:
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 542
-
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 330
-
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) → {PIXI.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 194
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
PIXI.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 159
-
getLocalBounds() → {Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 367
-
kill() → {PIXI.DisplayObject}
-
Kills a Game Object. A killed Game Object has its
alive
,exists
andvisible
properties all set to false.It will dispatch the
onKilled
event. You can listen toevents.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:
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
orframeName
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 theframe
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.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 49
-
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:
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:
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 agetBounds
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 331
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source - gameobjects/TileSprite.js, line 122
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 211
-
removeChildAt(index) → {PIXI.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 226
-
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 244
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 407
-
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 220
-
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 208
-
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
andvisible
properties all set to true.It will dispatch the
onRevived
event. Listen toevents.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:
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:
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
PIXI.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 176
-
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 143
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 391
-
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 158
-
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
PIXI.DisplayObject -
child2
PIXI.DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 134
-
toGlobal(position) → {Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description position
Point The world origin to calculate from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 576
-
toLocal(position, from) → {Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description position
Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 590
-
update()
-
Override this method in your own custom objects to handle any update requirements. It is called immediately after
preUpdate
and beforepostUpdate
. Remember if this Game Object has any children you should call update on those too.- Inherited From:
- Source - gameobjects/components/Core.js, line 321
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 566