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<h1 class="page-title">Source: gameobjects/TileSprite.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Create a new &lt;code>TileSprite&lt;/code>.
* @class Phaser.Tilemap
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - 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 or PIXI.Texture.
* @param {string|number} frame - 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.
*/
Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
x = x || 0;
y = y || 0;
width = width || 256;
height = height || 256;
key = key || null;
frame = frame || null;
Phaser.Sprite.call(this, game, x, y, key, frame);
/**
* @property {Description} texture - Description.
*/
this.texture = PIXI.TextureCache[key];
PIXI.TilingSprite.call(this, this.texture, width, height);
/**
* @property {Description} type - Description.
*/
this.type = Phaser.TILESPRITE;
/**
* @property {Point} tileScale - The scaling of the image that is being tiled.
*/
this.tileScale = new Phaser.Point(1, 1);
/**
* @property {Point} tilePosition - The offset position of the image that is being tiled.
*/
this.tilePosition = new Phaser.Point(0, 0);
};
Phaser.TileSprite.prototype = Phaser.Utils.extend(true, PIXI.TilingSprite.prototype, Phaser.Sprite.prototype);
Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
// Add our own custom methods
</pre>
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