new TileSprite(game, x, y, width, height, key, frame)
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, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
x |
number | The x coordinate (in world space) to position the TileSprite at. |
y |
number | The y coordinate (in world space) to position the TileSprite at. |
width |
number | The width of the TileSprite. |
height |
number | The height of the TileSprite. |
key |
string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture | 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. |
frame |
string | number | 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. |
- Source - gameobjects/TileSprite.js, line 22
Extends
Members
-
alive :boolean
-
A useful boolean to control if the TileSprite is alive or dead (in terms of your gameplay, it doesn't effect rendering).
- Default Value:
- true
- Source - gameobjects/TileSprite.js, line 141
-
alpha :Number
-
The opacity of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 65
-
anchor :PIXI.Point
-
The anchor sets the origin point of the texture. The default is 0,0 this means the texture's origin is the top left Setting than anchor to 0.5,0.5 means the textures origin is centered Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
- Inherited From:
- Source - pixi/display/Sprite.js, line 22
-
angle :number
-
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. 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. The angle of this Sprite in degrees.
- Source - gameobjects/TileSprite.js, line 558
-
animations :Phaser.AnimationManager
-
This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
- Source - gameobjects/TileSprite.js, line 61
-
autoCull :boolean
-
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. A flag indicating if the Sprite should be automatically camera culled or not.
- Default Value:
- false
- Source - gameobjects/TileSprite.js, line 108
-
blendMode :Number
-
The blend mode to be applied to the sprite
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/extras/TilingSprite.js, line 77
-
body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null
-
By default Sprites won't add themselves to any physics system and their physics body will be
null
. To enable them for physics you need to callgame.physics.enable(sprite, system)
wheresprite
is this object andsystem
is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties viaSprite.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.Type:
- Default Value:
- null
- Source - gameobjects/TileSprite.js, line 135
-
buttonMode :Boolean
-
This is used to indicate if the displayObject should display a mouse hand cursor on rollover
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 90
-
cacheAsBitmap :Boolean
-
Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 436
-
cameraOffset :Phaser.Point
-
If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
- Source - gameobjects/TileSprite.js, line 122
-
checkWorldBounds :boolean
-
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.
- Default Value:
- false
- Source - gameobjects/TileSprite.js, line 117
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 17
-
destroyPhase :boolean
-
True if this object is currently being destroyed.
- Source - gameobjects/TileSprite.js, line 797
-
events :Phaser.Events
-
The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
- Source - gameobjects/TileSprite.js, line 56
-
exists :boolean
-
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. If the TileSprite is processed by the core game update and physics.
- Source - gameobjects/TileSprite.js, line 655
-
filterArea :PIXI.Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 180
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 400
-
fixedToCamera :boolean
-
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 Set to true to fix this TileSprite to the Camera at its current world coordinates.
- Source - gameobjects/TileSprite.js, line 624
-
frame :number
-
Gets or sets the current frame index and updates the Texture Cache for display.
- Source - gameobjects/TileSprite.js, line 582
-
frameName :string
-
Gets or sets the current frame name and updates the Texture Cache for display.
- Source - gameobjects/TileSprite.js, line 603
-
game :Phaser.Game
-
A reference to the currently running Game.
- Source - gameobjects/TileSprite.js, line 34
-
height :Number
-
The height of the tiling sprite
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 27
-
height :Number
-
The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 111
-
hitArea :PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 81
-
input :Phaser.InputHandler|null
-
The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
Type:
- Phaser.InputHandler | null
- Source - gameobjects/TileSprite.js, line 93
-
inputEnabled :boolean
-
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. Set to true to allow this object to receive input events.
- Source - gameobjects/TileSprite.js, line 702
-
key :string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture
-
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.
Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture
- Source - gameobjects/TileSprite.js, line 66
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 380
-
name :string
-
The user defined name given to this Sprite.
- Source - gameobjects/TileSprite.js, line 40
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 106
-
pivot :PIXI.Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 49
-
position :PIXI.Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
renderable :Boolean
-
Whether this sprite is renderable or not
- Inherited From:
- Default Value:
- true
- Source - pixi/extras/TilingSprite.js, line 59
-
rotation :Number
-
The rotation of the object in radians.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 57
-
scale :PIXI.Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
shader :PIXI.AbstractFilter
-
The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
- Inherited From:
- Default Value:
- null
- Source - pixi/display/Sprite.js, line 77
-
<readonly> stage :PIXI.Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 115
-
texture :PIXI.Texture
-
The texture that the sprite is using
- Inherited From:
- Source - pixi/display/Sprite.js, line 33
-
tilePosition :PIXI.Point
-
The offset position of the image that is being tiled
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 51
-
tileScale :PIXI.Point
-
The scaling of the image that is being tiled
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 35
-
tileScaleOffset :PIXI.Point
-
A point that represents the scale of the texture object
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 43
-
tint :Number
-
The tint applied to the sprite. This is a hex value
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/extras/TilingSprite.js, line 68
-
transformCallback :function
-
The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
transformCallbackContext :Object
-
The context under which the transformCallback is invoked.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 41
-
<readonly> type :number
-
The const type of this object.
- Source - gameobjects/TileSprite.js, line 46
-
visible :Boolean
-
The visibility of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 73
-
width :Number
-
The with of the tiling sprite
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 19
-
width :Number
-
The width of the sprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 95
-
world :Phaser.Point
-
The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
- Source - gameobjects/TileSprite.js, line 98
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 124
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 359
-
x :number
-
The position of the TileSprite on the x axis relative to the local coordinates of the parent.
- Source - gameobjects/TileSprite.js, line 743
-
y :number
-
The position of the TileSprite on the y axis relative to the local coordinates of the parent.
- Source - gameobjects/TileSprite.js, line 770
-
z :number
-
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.
- Source - gameobjects/TileSprite.js, line 51
Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 90
-
addChildAt(child, index) → {PIXI.DisplayObject}
-
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Parameters:
Name Type Description child
PIXI.DisplayObject The child to add
index
Number The index to place the child in
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 102
-
autoScroll(x, y)
-
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.
Parameters:
Name Type Description x
number Horizontal scroll speed in pixels per second.
y
number Vertical scroll speed in pixels per second.
- Source - gameobjects/TileSprite.js, line 304
-
destroy(destroyChildren)
-
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.
Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called?
- Source - gameobjects/TileSprite.js, line 433
-
generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}
-
Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
Parameters:
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 582
-
generateTilingTexture(forcePowerOfTwo)
-
Parameters:
Name Type Description forcePowerOfTwo
Boolean Whether we want to force the texture to be a power of two
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 371
-
getBounds() → {PIXI.Rectangle}
-
Returns the framing rectangle of the sprite as a PIXI.Rectangle object
Returns:
the framing rectangle
- Inherited From:
- Source - pixi/extras/TilingSprite.js, line 278
-
getChildAt(index) → {PIXI.DisplayObject}
-
Returns the child at the specified index
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 193
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 158
-
getLocalBounds() → {PIXI.Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 362
-
loadTexture(key, frame)
-
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.
Parameters:
Name Type Description key
string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture 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.
frame
string | number 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.
- Source - gameobjects/TileSprite.js, line 333
-
play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}
-
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.
Parameters:
Name Type Argument Default Description name
string The name of the animation to be played, e.g. "fire", "walk", "jump".
frameRate
number <optional>
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.
loop
boolean <optional>
false Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
killOnComplete
boolean <optional>
false If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
Returns:
A reference to playing Animation instance.
- Source - gameobjects/TileSprite.js, line 504
-
postUpdate()
-
Internal function called by the World postUpdate cycle.
- Source - gameobjects/TileSprite.js, line 276
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source - gameobjects/TileSprite.js, line 166
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 210
-
removeChildAt(index) → {PIXI.DisplayObject}
-
Removes a child from the specified index position.
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 225
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters:
Name Type Description beginIndex
Number The beginning position. Default value is 0.
endIndex
Number The ending position. Default value is size of the container.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 243
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 404
-
reset(x, y)
-
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.
Parameters:
Name Type Description x
number The x coordinate (in world space) to position the Sprite at.
y
number The y coordinate (in world space) to position the Sprite at.
Returns:
(Phaser.TileSprite) This instance.
- Source - gameobjects/TileSprite.js, line 522
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description child
PIXI.DisplayObject The child DisplayObject instance for which you want to change the index number
index
Number The resulting index number for the child display object
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 175
-
setFrame(frame)
-
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.
Parameters:
Name Type Description frame
Phaser.Frame The Frame to be used by the TileSprite texture.
- Source - gameobjects/TileSprite.js, line 385
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
PIXI.Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 386
-
setTexture(texture)
-
Sets the texture of the sprite
Parameters:
Name Type Description texture
PIXI.Texture The PIXI texture that is displayed by the sprite
- Inherited From:
- Source - pixi/display/Sprite.js, line 135
-
stopScroll()
-
Stops an automatically scrolling TileSprite.
- Source - gameobjects/TileSprite.js, line 321
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description child
PIXI.DisplayObject -
child2
PIXI.DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 133
-
toGlobal(position) → {PIXI.Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description position
PIXI.Point The world origin to calculate from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 616
-
toLocal(position, from) → {PIXI.Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description position
PIXI.Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 630
-
update()
-
Override and use this function in your own custom objects to handle any update requirements you may have.
- Source - gameobjects/TileSprite.js, line 266
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 606