/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Create a new TileSprite. * @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