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< title > Phaser Class: TileSprite< / title >
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< a href = "Phaser.Animation.html" > Animation< / a >
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< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
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< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
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< a href = "Phaser.BitmapData.html" > BitmapData< / a >
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< a href = "Phaser.BitmapFont.html" > BitmapFont< / a >
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< a href = "Phaser.BitmapText.html" > BitmapText< / a >
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< a href = "Phaser.Button.html" > Button< / a >
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< a href = "Phaser.Cache.html" > Cache< / a >
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< a href = "Phaser.Camera.html" > Camera< / a >
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< a href = "Phaser.Canvas.html" > Canvas< / a >
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< a href = "Phaser.Circle.html" > Circle< / a >
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< a href = "Phaser.Color.html" > Color< / a >
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< a href = "Phaser.Device.html" > Device< / a >
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< a href = "Phaser.Easing.html" > Easing< / a >
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< a href = "Phaser.Easing.Back.html" > Back< / a >
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< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
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< a href = "Phaser.Easing.Circular.html" > Circular< / a >
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< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
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< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
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< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
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< a href = "Phaser.Easing.Linear.html" > Linear< / a >
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< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
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< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
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< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
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< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
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< a href = "Phaser.Ellipse.html" > Ellipse< / a >
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< a href = "Phaser.Events.html" > Events< / a >
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< a href = "Phaser.Filter.html" > Filter< / a >
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< li >
< a href = "Phaser.Frame.html" > Frame< / a >
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< a href = "Phaser.FrameData.html" > FrameData< / a >
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< a href = "Phaser.Game.html" > Game< / a >
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< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
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< a href = "Phaser.Gamepad.html" > Gamepad< / a >
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< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
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< a href = "Phaser.Graphics.html" > Graphics< / a >
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< li >
< a href = "Phaser.Group.html" > Group< / a >
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< li >
< a href = "Phaser.Image.html" > Image< / a >
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< a href = "Phaser.Input.html" > Input< / a >
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< a href = "Phaser.InputHandler.html" > InputHandler< / a >
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< a href = "Phaser.Key.html" > Key< / a >
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< a href = "Phaser.Keyboard.html" > Keyboard< / a >
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< li >
< a href = "Phaser.Line.html" > Line< / a >
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< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
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< a href = "Phaser.Loader.html" > Loader< / a >
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< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
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< a href = "Phaser.Math.html" > Math< / a >
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< a href = "Phaser.Mouse.html" > Mouse< / a >
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< a href = "Phaser.MSPointer.html" > MSPointer< / a >
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< a href = "Phaser.Net.html" > Net< / a >
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< a href = "Phaser.Particles.html" > Particles< / a >
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< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
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< a href = "Phaser.Physics.html" > Physics< / a >
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< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
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< li >
< a href = "Phaser.Physics.Body.html" > Body< / a >
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< a href = "Phaser.Physics.CollisionGroup.html" > CollisionGroup< / a >
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< a href = "Phaser.Physics.ContactMaterial.html" > ContactMaterial< / a >
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< a href = "Phaser.Physics.InversePointProxy.html" > InversePointProxy< / a >
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< a href = "Phaser.Physics.Material.html" > Material< / a >
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< a href = "Phaser.Physics.PointProxy.html" > PointProxy< / a >
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< a href = "Phaser.Physics.Spring.html" > Spring< / a >
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< a href = "Phaser.Physics.World.html" > World< / a >
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< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
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< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< li >
< a href = "Phaser.Point.html" > Point< / a >
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< li >
< a href = "Phaser.Pointer.html" > Pointer< / a >
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< li >
< a href = "Phaser.Polygon.html" > Polygon< / a >
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< li >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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< li >
< a href = "Phaser.Signal.html" > Signal< / a >
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< li >
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li >
< a href = "Phaser.Stage.html" > Stage< / a >
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< li >
< a href = "Phaser.StageScaleMode.html" > StageScaleMode< / a >
< / li >
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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< li >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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< li >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
< li >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li >
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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< li >
< a href = "Phaser.Utils.html" > Utils< / a >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
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< li >
< a href = "Phaser.World.html" > World< / a >
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< a href = "SignalBinding.html" > SignalBinding< / a >
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "global.html#canUseNewCanvasBlendModes" > canUseNewCanvasBlendModes< / a >
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< li >
< a href = "global.html#getBounds" > getBounds< / a >
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< li >
< a href = "global.html#getNextPowerOfTwo" > getNextPowerOfTwo< / a >
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< a href = "global.html#hex2rgb" > hex2rgb< / a >
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< a href = "global.html#hitTest" > hitTest< / a >
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< a href = "global.html#rgb2hex" > rgb2hex< / a >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: TileSprite< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
TileSprite
< / h2 >
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< div class = "class-description" > < p > Phaser.TileSprite< / p > < / div >
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< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name" id = "TileSprite" > < span class = "type-signature" > < / span > new TileSprite< span class = "signature" > (game, x, y, width, height, key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
Please note that TileSprites have no input handler or physics bodies.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The x coordinate (in world space) to position the TileSprite at.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The y coordinate (in world space) to position the TileSprite at.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The width of the TileSprite.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The height of the TileSprite.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > PIXI.Texture< / span >
< / td >
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< td class = "description last" > < p > This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-21" > line 21< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Indicates the rotation of the Sprite, 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 use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > angle< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The angle of this Sprite in degrees.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-330" > line 330< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "animations" > < span class = "type-signature" > < / span > animations< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > animations< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span >
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< / td >
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< td class = "description last" > < p > This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-55" > line 55< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "cameraOffset" > < span class = "type-signature" > < / span > cameraOffset< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > cameraOffset< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.< / p > < / td >
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< h4 class = "name" id = "events" > < span class = "type-signature" > < / span > events< span class = "type-signature" > < / span > < / h4 >
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< / dt >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< table class = "props table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > events< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.< / p > < / td >
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< / tr >
< / tbody >
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< dt class = "tag-source" > Source:< / dt >
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< dt >
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< h4 class = "name" id = "fixedToCamera" > < span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > An TileSprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in TileSprite.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this TileSprite was in a Group that has x: 200, then this will be added to the cameraOffset.x< / p >
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< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > fixedToCamera< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "description last" > < p > Set to true to fix this TileSprite to the Camera at its current world coordinates.< / p > < / td >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< h4 class = "name" id = "frame" > < span class = "type-signature" > < / span > frame< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame index and updates the Texture Cache for display.< / p > < / td >
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< / tr >
< / tbody >
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< h4 class = "name" id = "frameName" > < span class = "type-signature" > < / span > frameName< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > frameName< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame name and updates the Texture Cache for display.< / p > < / td >
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< / tr >
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< dt class = "tag-source" > Source:< / dt >
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< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
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< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > game< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
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< / td >
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< td class = "description last" > < p > A reference to the currently running Game.< / p > < / td >
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< h4 class = "name" id = "input" > < span class = "type-signature" > < / span > input< span class = "type-signature" > < / span > < / h4 >
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< td class = "name" > < code > input< / code > < / td >
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< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
|
< span class = "param-type" > null< / span >
< / td >
< td class = "description last" > < p > The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.< / p > < / td >
< / tr >
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< dt class = "tag-source" > Source:< / dt >
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< h4 class = "name" id = "inputEnabled" > < span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > By default a TileSprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
activated for this object and it will then start to process click/touch events and more.< / p >
< / div >
< dl class = "details" >
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< / tr >
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< tr >
< td class = "name" > < code > inputEnabled< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Set to true to allow this object to receive input events.< / p > < / td >
< / tr >
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< dt class = "tag-source" > Source:< / dt >
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< h4 class = "name" id = "key" > < span class = "type-signature" > < / span > key< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< span class = "param-type" > PIXI.Texture< / span >
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< / td >
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< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.< / p > < / td >
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< / tr >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< h4 class = "name" id = "name" > < span class = "type-signature" > < / span > name< span class = "type-signature" > < / span > < / h4 >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The user defined name given to this Sprite.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
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< h4 class = "name" id = "type" > < span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
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< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > type< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The const type of this object.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< h4 class = "name" id = "world" > < span class = "type-signature" > < / span > world< span class = "type-signature" > < / span > < / h4 >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > world< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
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< / li > < / ul > < / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< h4 class = "name" id = "autoScroll" > < span class = "type-signature" > < / span > autoScroll< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / p >
< / div >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / dd >
< dt >
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< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > 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.< / p >
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< / div >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< dt >
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< h4 class = "name" id = "loadTexture" > < span class = "type-signature" > < / span > loadTexture< span class = "signature" > (key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Changes the Texture the TileSprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
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< / td >
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< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > 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.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-201" > line 201< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "play" > < span class = "type-signature" > < / span > play< span class = "signature" > (name, < span class = "optional" > frameRate< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > killOnComplete< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Animation.html" > Phaser.Animation< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The name of the animation to be played, e.g. " fire" , " walk" , " jump" .< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frameRate< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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null
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > killOnComplete< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
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< / td >
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< td class = "description last" > < p > If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-312" > line 312< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > A reference to playing Animation instance.< / p >
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< / div >
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< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Animation.html" > Phaser.Animation< / a > < / span >
< / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "postUpdate" > < span class = "type-signature" > < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Internal function called by the World postUpdate cycle.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-157" > line 157< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Automatically called by World.preUpdate.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-121" > line 121< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "stopScroll" > < span class = "type-signature" > < / span > stopScroll< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Stops an automatically scrolling TileSprite.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-189" > line 189< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "update" > < span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Override and use this function in your own custom objects to handle any update requirements you may have.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-147" > line 147< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
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< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Mon Feb 24 2014 12:11:47 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >