/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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. * * @class Phaser.TileSprite * @constructor * @param {Phaser.Game} game - Current game instance. * @param {number} [x=0] - X position of the new tileSprite. * @param {number} [y=0] - Y position of the new tileSprite. * @param {number} [width=256] - the width of the tilesprite. * @param {number} [height=256] - 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. */ Phaser.TileSprite = function (game, x, y, width, height, key) { x = x || 0; y = y || 0; width = width || 256; height = height || 256; key = key || null; /** * @property {PIXI.Texture} texture - The texture that the sprite renders with. */ this.texture = PIXI.TextureCache[key]; PIXI.TilingSprite.call(this, this.texture, width, height); /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.TILESPRITE; this.position.x = x; this.position.y = y; }; Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype); Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;