/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @module Phaser.TileSprite */ /** * Create a new TileSprite. * @class Phaser.Tilemap * @classdesc Class description. * @constructor * @param {Phaser.Game} game - Current game instance. * @param {object} x - Description. * @param {object} y - Description. * @param {number} width - Description. * @param {number} height - Description. * @param {string} key - Description. * @param {Description} frame - Description. */ 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