2013-10-25 15:54:40 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
2014-11-15 20:01:46 +00:00
< title > Phaser Source: D:/wamp/www/phaser/src/gameobjects/TileSprite.js< / title >
2013-10-25 15:54:40 +00:00
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
2014-11-15 20:01:46 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/default.css" >
2013-10-25 15:54:40 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
2014-11-25 00:23:44 +00:00
2013-10-25 15:54:40 +00:00
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
2014-11-25 00:23:44 +00:00
< div style = "position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050" > < a href = "http://phaser.io" > < img src = "img/phaser.png" border = "0" / > < / a > < / div >
2013-10-25 15:54:40 +00:00
< div class = "navbar-inner" >
2014-11-25 00:23:44 +00:00
< a class = "brand" href = "index.html" > Phaser API< / a >
2013-10-25 15:54:40 +00:00
< ul class = "nav" >
2014-11-25 00:23:44 +00:00
2013-10-25 15:54:40 +00:00
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-0" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.html" > Phaser< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-0" >
< a href = "PIXI.html" > PIXI< / a >
< / li >
2013-10-25 15:54:40 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
2014-04-29 14:39:02 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayList.html" > ArrayList< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArraySet.html" > ArraySet< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayUtils.html" > ArrayUtils< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.AudioSprite.html" > AudioSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Color.html" > Color< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Device.html" > Device< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.DOM.html" > DOM< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.FlexGrid.html" > FlexGrid< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.FlexLayer.html" > FlexLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-08 07:24:22 +00:00
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Input.html" > Input< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Key.html" > Key< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Math.html" > Math< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Net.html" > Net< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Particles.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
2013-10-25 15:54:40 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Emitter.html" > Emitter< / a > < / li >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
2014-11-15 20:01:46 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > GitTip< / a > < / li >
< / ul >
< / li >
2013-10-25 15:54:40 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
2014-11-15 20:01:46 +00:00
< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/gameobjects/TileSprite.js< / h1 >
2013-10-25 15:54:40 +00:00
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-10-25 15:54:40 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
2014-02-18 03:01:51 +00:00
* 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.
2014-03-14 06:36:05 +00:00
* Please note that TileSprites, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
2014-02-18 03:01:51 +00:00
*
* @class Phaser.TileSprite
2013-10-25 15:54:40 +00:00
* @constructor
2014-10-22 20:49:44 +00:00
* @extends PIXI.TilingSprite
2014-02-18 03:01:51 +00:00
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - 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.
* @param {string|number} frame - 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.
2013-10-25 15:54:40 +00:00
*/
2014-02-18 03:01:51 +00:00
Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
2013-10-25 15:54:40 +00:00
x = x || 0;
y = y || 0;
width = width || 256;
height = height || 256;
key = key || null;
2014-02-18 03:01:51 +00:00
frame = frame || null;
2013-10-25 15:54:40 +00:00
2013-11-28 15:57:09 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {Phaser.Game} game - A reference to the currently running Game.
2013-10-25 15:54:40 +00:00
*/
2014-02-18 03:01:51 +00:00
this.game = game;
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
/**
* @property {string} name - The user defined name given to this Sprite.
* @default
*/
this.name = '';
2013-10-25 15:54:40 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {number} type - The const type of this object.
* @readonly
2013-10-25 15:54:40 +00:00
*/
2013-11-28 15:57:09 +00:00
this.type = Phaser.TILESPRITE;
2013-10-25 15:54:40 +00:00
2014-03-14 06:36:05 +00:00
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
2013-11-28 15:57:09 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
this.animations = new Phaser.AnimationManager(this);
2013-10-25 15:54:40 +00:00
2013-11-28 15:57:09 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|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, BitmapData or PIXI.Texture.
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
this.key = key;
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
/**
* @property {number} _frame - Internal cache var.
* @private
*/
this._frame = 0;
/**
* @property {string} _frameName - Internal cache var.
* @private
*/
this._frameName = '';
/**
* @property {Phaser.Point} _scroll - Internal cache var.
* @private
*/
this._scroll = new Phaser.Point();
PIXI.TilingSprite.call(this, PIXI.TextureCache['__default'], width, height);
this.position.set(x, y);
2014-02-24 12:14:30 +00:00
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
2014-02-18 03:01:51 +00:00
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
2014-03-24 12:41:45 +00:00
/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its renderable property set to 'false'.
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
*
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
* @default
*/
this.autoCull = false;
/**
* If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
* and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
* bounds every frame to support it, and not all games need it. Enable it by setting the value to true.
* @property {boolean} checkWorldBounds
* @default
*/
this.checkWorldBounds = false;
2014-02-18 03:01:51 +00:00
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
2014-03-14 06:36:05 +00:00
/**
* By default Sprites won't add themselves to any physics system and their physics body will be `null`.
2014-03-28 01:42:49 +00:00
* To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object
2014-03-14 06:36:05 +00:00
* and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`.
*
* Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite.
* If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.
*
* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
* @default
*/
this.body = null;
2014-09-09 14:36:56 +00:00
/**
* @property {boolean} alive - A useful boolean to control if the TileSprite is alive or dead (in terms of your gameplay, it doesn't effect rendering).
* @default
*/
this.alive = true;
2014-02-18 03:01:51 +00:00
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
2014-04-29 14:39:02 +00:00
* 8 = destroy phase? (0 = no, 1 = yes)
2014-03-24 12:41:45 +00:00
* @property {Array} _cache
2014-02-18 03:01:51 +00:00
* @private
*/
2014-04-29 14:39:02 +00:00
this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
2014-02-05 06:29:17 +00:00
2014-07-10 19:31:11 +00:00
this.loadTexture(key, frame);
2013-10-25 15:54:40 +00:00
};
2014-02-18 03:01:51 +00:00
Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
2013-10-25 15:54:40 +00:00
Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
2014-02-18 03:01:51 +00:00
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.TileSprite#preUpdate
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.preUpdate = function() {
2014-04-11 12:09:28 +00:00
if (this._cache[4] === 1 & & this.exists)
2014-03-24 12:41:45 +00:00
{
this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
this.worldTransform.tx = this.world.x;
this.worldTransform.ty = this.world.y;
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (this.body)
{
this.body.preUpdate();
}
2014-02-18 03:01:51 +00:00
2014-03-24 12:41:45 +00:00
this._cache[4] = 0;
2014-02-18 03:01:51 +00:00
2014-03-24 12:41:45 +00:00
return false;
}
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
2014-02-18 03:01:51 +00:00
{
2014-03-24 12:41:45 +00:00
// Reset the renderOrderID
this._cache[3] = -1;
return false;
2014-02-18 03:01:51 +00:00
}
2014-03-24 12:41:45 +00:00
// Cache the bounds if we need it
if (this.autoCull || this.checkWorldBounds)
2014-02-18 03:01:51 +00:00
{
2014-03-24 12:41:45 +00:00
this._bounds.copyFrom(this.getBounds());
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
}
if (this.checkWorldBounds)
{
// The Sprite is already out of the world bounds, so let's check to see if it has come back again
2014-04-11 12:09:28 +00:00
if (this._cache[5] === 1 & & this.game.world.bounds.intersects(this._bounds))
2014-03-24 12:41:45 +00:00
{
this._cache[5] = 0;
2014-12-03 10:39:11 +00:00
this.events.onEnterBounds$dispatch(this);
2014-03-24 12:41:45 +00:00
}
2014-04-11 12:09:28 +00:00
else if (this._cache[5] === 0 & & !this.game.world.bounds.intersects(this._bounds))
2014-03-24 12:41:45 +00:00
{
// The Sprite WAS in the screen, but has now left.
this._cache[5] = 1;
2014-12-03 10:39:11 +00:00
this.events.onOutOfBounds$dispatch(this);
2014-03-24 12:41:45 +00:00
}
2014-02-18 03:01:51 +00:00
}
2014-03-24 12:41:45 +00:00
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
2014-03-14 06:36:05 +00:00
if (this.visible)
{
this._cache[3] = this.game.stage.currentRenderOrderID++;
}
2014-03-24 12:41:45 +00:00
this.animations.update();
if (this._scroll.x !== 0)
{
this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
}
if (this._scroll.y !== 0)
{
this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
}
if (this.body)
2014-03-14 06:36:05 +00:00
{
this.body.preUpdate();
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].preUpdate();
}
2014-02-18 03:01:51 +00:00
return true;
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.TileSprite#update
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.update = function() {
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.TileSprite#postUpdate
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.postUpdate = function() {
2014-04-11 12:09:28 +00:00
if (this.exists & & this.body)
2014-03-14 06:36:05 +00:00
{
this.body.postUpdate();
}
2014-02-18 03:01:51 +00:00
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
2014-03-14 06:36:05 +00:00
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].postUpdate();
}
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
/**
* 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.
*
* @method Phaser.TileSprite#autoScroll
* @memberof Phaser.TileSprite
2014-09-09 14:36:56 +00:00
* @param {number} x - Horizontal scroll speed in pixels per second.
* @param {number} y - Vertical scroll speed in pixels per second.
2014-02-18 03:01:51 +00:00
*/
Phaser.TileSprite.prototype.autoScroll = function(x, y) {
this._scroll.set(x, y);
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
/**
* Stops an automatically scrolling TileSprite.
*
* @method Phaser.TileSprite#stopScroll
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.stopScroll = function() {
this._scroll.set(0, 0);
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
/**
* 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.
*
* @method Phaser.TileSprite#loadTexture
* @memberof Phaser.TileSprite
2014-07-10 19:31:11 +00:00
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - 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, BitmapData or PIXI.Texture.
* @param {string|number} frame - 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.
2014-02-18 03:01:51 +00:00
*/
Phaser.TileSprite.prototype.loadTexture = function (key, frame) {
frame = frame || 0;
2014-07-10 19:31:11 +00:00
this.key = key;
2014-02-18 03:01:51 +00:00
if (key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
}
else if (key instanceof Phaser.BitmapData)
{
this.setTexture(key.texture);
}
else if (key instanceof PIXI.Texture)
{
this.setTexture(key);
}
else
{
if (key === null || typeof key === 'undefined')
{
this.key = '__default';
this.setTexture(PIXI.TextureCache[this.key]);
}
2014-04-11 12:09:28 +00:00
else if (typeof key === 'string' & & !this.game.cache.checkImageKey(key))
2014-02-18 03:01:51 +00:00
{
2014-07-18 11:45:51 +00:00
console.warn("Texture with key '" + key + "' not found.");
2014-02-18 03:01:51 +00:00
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
}
2014-07-10 19:31:11 +00:00
else
2014-02-18 03:01:51 +00:00
{
2014-07-10 19:31:11 +00:00
this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key]));
this.animations.loadFrameData(this.game.cache.getFrameData(key), frame);
}
}
2014-10-22 20:49:44 +00:00
this.texture.baseTexture.dirty();
2014-02-18 03:01:51 +00:00
2014-07-10 19:31:11 +00:00
};
2014-02-18 03:01:51 +00:00
2014-07-10 19:31:11 +00:00
/**
* Sets the Texture frame the TileSprite uses for rendering.
* This is primarily an internal method used by TileSprite.loadTexture, although you may call it directly.
*
* @method Phaser.TileSprite#setFrame
* @memberof Phaser.TileSprite
* @param {Phaser.Frame} frame - The Frame to be used by the TileSprite texture.
*/
Phaser.TileSprite.prototype.setFrame = function(frame) {
this.texture.frame.x = frame.x;
this.texture.frame.y = frame.y;
this.texture.frame.width = frame.width;
this.texture.frame.height = frame.height;
this.texture.crop.x = frame.x;
this.texture.crop.y = frame.y;
this.texture.crop.width = frame.width;
this.texture.crop.height = frame.height;
if (frame.trimmed)
{
if (this.texture.trim)
{
this.texture.trim.x = frame.spriteSourceSizeX;
this.texture.trim.y = frame.spriteSourceSizeY;
this.texture.trim.width = frame.sourceSizeW;
this.texture.trim.height = frame.sourceSizeH;
2014-02-18 03:01:51 +00:00
}
else
{
2014-07-10 19:31:11 +00:00
this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
2014-02-18 03:01:51 +00:00
}
2014-07-10 19:31:11 +00:00
this.texture.width = frame.sourceSizeW;
this.texture.height = frame.sourceSizeH;
this.texture.frame.width = frame.sourceSizeW;
this.texture.frame.height = frame.sourceSizeH;
}
2014-10-09 15:12:53 +00:00
else if (!frame.trimmed & & this.texture.trim)
{
this.texture.trim = null;
}
2014-07-10 19:31:11 +00:00
2014-10-22 20:49:44 +00:00
this.texture._updateUvs();
2014-02-18 03:01:51 +00:00
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
/**
* 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.
2014-03-28 01:42:49 +00:00
*
2014-02-18 03:01:51 +00:00
* @method Phaser.TileSprite#destroy
* @memberof Phaser.TileSprite
2014-03-14 06:36:05 +00:00
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
2014-02-18 03:01:51 +00:00
*/
2014-03-14 06:36:05 +00:00
Phaser.TileSprite.prototype.destroy = function(destroyChildren) {
2014-04-29 14:39:02 +00:00
if (this.game === null || this.destroyPhase) { return; }
2014-03-14 06:36:05 +00:00
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
2014-02-18 03:01:51 +00:00
2014-04-29 14:39:02 +00:00
this._cache[8] = 1;
2014-09-09 14:36:56 +00:00
if (this.events)
{
2014-12-03 10:39:11 +00:00
this.events.onDestroy$dispatch(this);
2014-09-09 14:36:56 +00:00
}
2014-02-18 03:01:51 +00:00
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
2014-03-14 06:36:05 +00:00
if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
2014-02-18 03:01:51 +00:00
}
this.animations.destroy();
this.events.destroy();
2014-02-21 15:37:26 +00:00
var i = this.children.length;
2014-03-14 06:36:05 +00:00
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
2014-02-21 15:37:26 +00:00
{
2014-03-14 06:36:05 +00:00
while (i--)
{
this.removeChild(this.children[i]);
}
2014-02-21 15:37:26 +00:00
}
2014-02-18 03:01:51 +00:00
this.exists = false;
this.visible = false;
2014-09-09 14:36:56 +00:00
this.alive = false;
2014-02-18 03:01:51 +00:00
2014-02-21 15:37:26 +00:00
this.filters = null;
this.mask = null;
2014-02-18 03:01:51 +00:00
this.game = null;
2014-04-29 14:39:02 +00:00
this._cache[8] = 0;
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
/**
* 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.
2014-03-28 01:42:49 +00:00
*
2014-02-18 03:01:51 +00:00
* @method Phaser.TileSprite#play
* @memberof Phaser.TileSprite
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=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.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
Phaser.TileSprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
return this.animations.play(name, frameRate, loop, killOnComplete);
2014-03-28 01:42:49 +00:00
};
2014-02-18 03:01:51 +00:00
2014-03-24 12:41:45 +00:00
/**
* 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.
2014-07-10 19:31:11 +00:00
*
2014-03-24 12:41:45 +00:00
* @method Phaser.TileSprite#reset
* @memberof Phaser.TileSprite
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @return (Phaser.TileSprite) This instance.
*/
Phaser.TileSprite.prototype.reset = function(x, y) {
this.world.setTo(x, y);
this.position.x = x;
this.position.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
this._outOfBoundsFired = false;
this.tilePosition.x = 0;
this.tilePosition.y = 0;
if (this.body)
{
this.body.reset(x, y, false, false);
}
this._cache[4] = 1;
return this;
2014-07-10 19:31:11 +00:00
2014-03-24 12:41:45 +00:00
};
2014-02-05 06:29:17 +00:00
/**
* 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.
2014-02-18 03:01:51 +00:00
* 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.
2014-03-28 01:42:49 +00:00
*
2014-02-05 06:29:17 +00:00
* @name Phaser.TileSprite#angle
2014-02-18 03:01:51 +00:00
* @property {number} angle - The angle of this Sprite in degrees.
2014-02-05 06:29:17 +00:00
*/
2014-02-18 03:01:51 +00:00
Object.defineProperty(Phaser.TileSprite.prototype, "angle", {
2014-02-05 06:29:17 +00:00
get: function() {
2014-02-18 03:01:51 +00:00
2014-02-05 06:29:17 +00:00
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
2014-02-18 03:01:51 +00:00
2014-02-05 06:29:17 +00:00
},
set: function(value) {
2014-02-18 03:01:51 +00:00
2014-02-05 06:29:17 +00:00
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
2014-02-18 03:01:51 +00:00
2014-02-05 06:29:17 +00:00
}
});
/**
* @name Phaser.TileSprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frame", {
2014-02-18 03:01:51 +00:00
2014-02-05 06:29:17 +00:00
get: function () {
return this.animations.frame;
},
set: function (value) {
2014-02-18 03:01:51 +00:00
if (value !== this.animations.frame)
{
this.animations.frame = value;
}
2014-02-05 06:29:17 +00:00
}
});
/**
* @name Phaser.TileSprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frameName", {
2014-02-18 03:01:51 +00:00
2014-02-05 06:29:17 +00:00
get: function () {
return this.animations.frameName;
},
set: function (value) {
2014-02-18 03:01:51 +00:00
if (value !== this.animations.frameName)
{
this.animations.frameName = value;
}
2014-02-05 06:29:17 +00:00
}
});
/**
2014-02-18 03:01:51 +00:00
* 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
2014-02-05 06:29:17 +00:00
*
2014-02-18 03:01:51 +00:00
* @name Phaser.TileSprite#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this TileSprite to the Camera at its current world coordinates.
2014-02-05 06:29:17 +00:00
*/
2014-02-18 03:01:51 +00:00
Object.defineProperty(Phaser.TileSprite.prototype, "fixedToCamera", {
2014-03-28 01:42:49 +00:00
2014-02-05 06:29:17 +00:00
get: function () {
2014-02-18 03:01:51 +00:00
return !!this._cache[7];
2014-02-05 06:29:17 +00:00
},
set: function (value) {
if (value)
{
2014-02-18 03:01:51 +00:00
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
2014-02-05 06:29:17 +00:00
}
else
{
2014-02-18 03:01:51 +00:00
this._cache[7] = 0;
2014-02-05 06:29:17 +00:00
}
}
2014-02-24 12:14:30 +00:00
});
2014-03-14 06:36:05 +00:00
/**
* TileSprite.exists controls if the core game loop and physics update this TileSprite or not.
* When you set TileSprite.exists to false it will remove its Body from the physics world (if it has one) and also set TileSprite.visible to false.
* Setting TileSprite.exists to true will re-add the Body to the physics world (if it has a body) and set TileSprite.visible to true.
*
* @name Phaser.TileSprite#exists
* @property {boolean} exists - If the TileSprite is processed by the core game update and physics.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "exists", {
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
get: function () {
return !!this._cache[6];
},
set: function (value) {
if (value)
{
// exists = true
this._cache[6] = 1;
2014-04-11 12:09:28 +00:00
if (this.body & & this.body.type === Phaser.Physics.P2JS)
2014-03-14 06:36:05 +00:00
{
this.body.addToWorld();
}
this.visible = true;
}
else
{
// exists = false
this._cache[6] = 0;
2014-04-11 12:09:28 +00:00
if (this.body & & this.body.type === Phaser.Physics.P2JS)
2014-03-14 06:36:05 +00:00
{
this.body.safeRemove = true;
}
this.visible = false;
}
}
});
2014-02-24 12:14:30 +00:00
/**
* 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.
*
* @name Phaser.TileSprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "inputEnabled", {
2014-03-28 01:42:49 +00:00
2014-02-24 12:14:30 +00:00
get: function () {
2014-04-11 12:09:28 +00:00
return (this.input & & this.input.enabled);
2014-02-24 12:14:30 +00:00
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
2014-04-11 12:09:28 +00:00
else if (this.input & & !this.input.enabled)
2014-04-10 22:13:43 +00:00
{
this.input.start();
}
2014-02-24 12:14:30 +00:00
}
else
{
2014-04-11 12:09:28 +00:00
if (this.input & & this.input.enabled)
2014-02-24 12:14:30 +00:00
{
this.input.stop();
}
}
2014-04-10 22:13:43 +00:00
2014-02-24 12:14:30 +00:00
}
2014-03-28 01:42:49 +00:00
});
/**
* The position of the TileSprite on the x axis relative to the local coordinates of the parent.
*
* @name Phaser.TileSprite#x
* @property {number} x - The position of the TileSprite on the x axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "x", {
get: function () {
return this.position.x;
},
set: function (value) {
this.position.x = value;
2014-04-11 12:09:28 +00:00
if (this.body & & this.body.type === Phaser.Physics.ARCADE & & this.body.phase === 2)
2014-03-28 01:42:49 +00:00
{
this.body._reset = 1;
}
}
});
/**
* The position of the TileSprite on the y axis relative to the local coordinates of the parent.
*
* @name Phaser.TileSprite#y
* @property {number} y - The position of the TileSprite on the y axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "y", {
get: function () {
return this.position.y;
},
set: function (value) {
this.position.y = value;
2014-04-11 12:09:28 +00:00
if (this.body & & this.body.type === Phaser.Physics.ARCADE & & this.body.phase === 2)
2014-03-28 01:42:49 +00:00
{
this.body._reset = 1;
}
}
2014-04-29 14:39:02 +00:00
});
/**
* @name Phaser.TileSprite#destroyPhase
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "destroyPhase", {
get: function () {
return !!this._cache[8];
}
2014-02-05 06:29:17 +00:00
});
2013-10-25 15:54:40 +00:00
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-25 15:54:40 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2014-04-11 12:09:28 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-12-04 11:33:42 +00:00
on Thu Dec 04 2014 11:32:25 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-25 15:54:40 +00:00
< / span >
< / footer >
< / 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( {
2014-04-10 22:13:43 +00:00
anchorName : function(i, heading, prefix) {
2014-03-14 06:36:05 +00:00
return $(heading).attr("id") || ( prefix + i );
},
2013-10-25 15:54:40 +00:00
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 >