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 independently of the TileSprite itself.
Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source.
TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites.
You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background
that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the tilePosition
property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
consume huge amounts of memory and cause performance issues. Remember: use tilePosition
to scroll your texture and tileScale
to
adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
An important note about texture dimensions:
When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be
a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two
it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and
bottom of your frame. To avoid this ensure your textures are perfect powers of two.
TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However
if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive
additional padding to enforce it to be so.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
||
x |
number |
<optional> |
0 | The x coordinate (in world space) to position the TileSprite at. |
y |
number |
<optional> |
0 | The y coordinate (in world space) to position the TileSprite at. |
width |
number |
<optional> |
256 | The width of the TileSprite. |
height |
number |
<optional> |
256 | The height of the TileSprite. |
key |
string | 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 Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData. |
||
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 59
Extends
- PIXI.Sprite
- Phaser.Component.Core
- Phaser.Component.Angle
- Phaser.Component.Animation
- Phaser.Component.AutoCull
- Phaser.Component.Bounds
- Phaser.Component.BringToTop
- Phaser.Component.Destroy
- Phaser.Component.FixedToCamera
- Phaser.Component.Health
- Phaser.Component.InCamera
- Phaser.Component.InputEnabled
- Phaser.Component.InWorld
- Phaser.Component.LifeSpan
- Phaser.Component.LoadTexture
- Phaser.Component.Overlap
- Phaser.Component.PhysicsBody
- Phaser.Component.Reset
- Phaser.Component.Smoothed
Members
-
alive :boolean
-
A useful flag to control if the Game Object is alive or dead.
This is set automatically by the Health components
damage
method should the object run out of health.
Or you can toggle it via your game code.This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
However you can useGroup.getFirstAlive
in conjunction with this property for fast object pooling and recycling.- Inherited From:
- Default Value:
- true
- Source - gameobjects/components/LifeSpan.js, line 50
-
alpha :Number
-
The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
Please note that an object with an alpha value of 0 is skipped during the render pass.The value of this property does not reflect any alpha values set further up the display list.
To obtain that value please see theworldAlpha
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 63
-
anchor :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 17
-
angle :number
-
The angle property is the rotation of the Game Object 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 you can use the property
rotation
instead.
Working in radians is slightly faster as it doesn't have to perform any calculations.- Inherited From:
- Source - gameobjects/components/Angle.js, line 29
-
animations :Phaser.AnimationManager
-
If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
Through it you can create, play, pause and stop animations.- Inherited From:
- Source - gameobjects/components/Core.js, line 193
- See:
-
autoCull :boolean
-
A Game Object with
autoCull
set to true will check its bounds against the World Camera every frame.
If it is not intersecting the Camera bounds at any point then it has itsrenderable
property set tofalse
.
This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.- Inherited From:
- Source - gameobjects/components/AutoCull.js, line 28
-
blendMode :Number
-
The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/display/Sprite.js, line 82
-
body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null
-
body
is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
properties and methods via it.By default Game Objects won't add themselves to any physics system and their
body
property will benull
.To enable this Game Object for physics you need to call
game.physics.enable(object, system)
whereobject
is this object
andsystem
is the Physics system you are using. If none is given it defaults toPhaser.Physics.Arcade
.You can alternatively call
game.physics.arcade.enable(object)
, or add this Game Object to a physics enabled Group.Important: Enabling a Game Object for P2 or Ninja physics will automatically set its
anchor
property to 0.5,
so the physics body is centered on the Game Object.If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
Type:
- Inherited From:
- Source - gameobjects/components/PhysicsBody.js, line 91
-
bottom :number
-
The sum of the y and height properties.
This is the same asy + height - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 168
-
cacheAsBitmap :Boolean
-
Sets if this DisplayObject should be cached as a bitmap.
When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it
in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a
performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not
re-generate the cached bitmap automatically. To do that you need to callDisplayObject.updateCache
.To remove a cached bitmap, set this property to
null
.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 763
-
cameraOffset :Phaser.Point
-
The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if
fixedToCamera
is true.The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.
- Inherited From:
- Source - gameobjects/components/FixedToCamera.js, line 85
-
canvasBuffer :PIXI.CanvasBuffer
-
The CanvasBuffer object that the tiled texture is drawn to.
- Source - gameobjects/TileSprite.js, line 118
-
centerX :number
-
The center x coordinate of the Game Object.
This is the same as(x - offsetX) + (width / 2)
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 58
-
centerY :number
-
The center y coordinate of the Game Object.
This is the same as(y - offsetY) + (height / 2)
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 80
-
checkWorldBounds :boolean
-
If this is set to
true
the Game Object checks if it is within the World bounds each frame.When it is no longer intersecting the world bounds it dispatches the
onOutOfBounds
event.If it was previously out of bounds but is now intersecting the world bounds again it dispatches the
onEnterBounds
event.It also optionally kills the Game Object if
outOfBoundsKill
istrue
.When
checkWorldBounds
is enabled it forces the Game Object to calculate its full bounds every frame.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.- Inherited From:
- Source - gameobjects/components/InWorld.js, line 98
-
<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
-
<internal> components :object
-
The components this Game Object has installed.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 167
-
damage
-
Damages the Game Object. This removes the given amount of health from the
health
property.If health is taken below or is equal to zero then the
kill
method is called.- Inherited From:
- Source - gameobjects/components/Health.js, line 46
-
data :Object
-
An empty Object that belongs to this Game Object.
This value isn't ever used internally by Phaser, but may be used by your own code, or
by Phaser Plugins, to store data that needs to be associated with the Game Object,
without polluting the Game Object directly.- Inherited From:
- Default Value:
- {}
- Source - gameobjects/components/Core.js, line 160
-
debug :boolean
-
A debug flag designed for use with
Game.enableStep
.- Inherited From:
- Source - gameobjects/components/Core.js, line 218
-
<readonly> destroyPhase :boolean
-
As a Game Object runs through its destroy method this flag is set to true,
and can be checked in any sub-systems or plugins it is being destroyed from.- Inherited From:
- Source - gameobjects/components/Destroy.js, line 22
-
events :Phaser.Events
-
All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.- Inherited From:
- Source - gameobjects/components/Core.js, line 185
- See:
-
exists :Boolean
-
Controls if this Sprite is processed by the core Phaser game loops and Group loops.
- Inherited From:
- Default Value:
- true
- Source - pixi/display/Sprite.js, line 103
-
filterArea :Rectangle
-
The rectangular area used by filters when rendering a shader for this DisplayObject.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 195
-
filters :Array
-
Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas
Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter
usingDisplayObject.filterArea
.To remove filters, set this property to
null
.Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a
filter will reset this DisplayObjects blend mode to NORMAL.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 710
-
fixedToCamera :boolean
-
A Game Object that is "fixed" to the camera is rendered at a given x/y offsets from the top left of the camera. The offsets
are stored in thecameraOffset
property, which is initialized with the current object coordinates.The values are adjusted at the rendering stage, overriding the Game Objects actual world position.
The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
regardless where in the world the camera is.Note that the
cameraOffset
values are in addition to any parent of this Game Object on the display list.Be careful not to set
fixedToCamera
on Game Objects which are in Groups that already havefixedToCamera
enabled on them.- Inherited From:
- Source - gameobjects/components/FixedToCamera.js, line 55
-
frame :integer
-
Gets or sets the current frame index of the texture being used to render this Game Object.
To change the frame set
frame
to the index of the new frame in the sprite sheet you wish this Game Object to use,
for example:player.frame = 4
.If the frame index given doesn't exist it will revert to the first frame found in the texture.
If you are using a texture atlas then you should use the
frameName
property instead.If you wish to fully replace the texture being used see
loadTexture
.- Inherited From:
- Source - gameobjects/components/LoadTexture.js, line 259
-
frameName :string
-
Gets or sets the current frame name of the texture being used to render this Game Object.
To change the frame set
frameName
to the name of the new frame in the texture atlas you wish this Game Object to use,
for example:player.frameName = "idle"
.If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.
If you are using a sprite sheet then you should use the
frame
property instead.If you wish to fully replace the texture being used see
loadTexture
.- Inherited From:
- Source - gameobjects/components/LoadTexture.js, line 284
-
<readonly> fresh :boolean
-
A Game Object is considered
fresh
if it has just been created or reset and is yet to receive a renderer transform update.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.- Inherited From:
- Source - gameobjects/components/Core.js, line 248
-
game :Phaser.Game
-
A reference to the currently running Game.
- Inherited From:
- Source - gameobjects/components/Core.js, line 142
-
heal
-
Heal the Game Object. This adds the given amount of health to the
health
property.- Inherited From:
- Source - gameobjects/components/Health.js, line 90
-
health :number
-
The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.
It can be used in combination with the
damage
method or modified directly.- Inherited From:
- Default Value:
- 1
- Source - gameobjects/components/Health.js, line 26
-
height :Number
-
The height of the sprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/Sprite.js, line 144
-
hitArea :Rectangle|Circle|Ellipse|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:
- Rectangle | Circle | Ellipse | Polygon
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 89
-
ignoreChildInput :Boolean
-
If
ignoreChildInput
isfalse
it will allow this objects children to be considered as valid for Input events.If this property is
true
then the children will not be considered as valid for Input events.Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 26
-
<readonly> inCamera :boolean
-
Checks if the Game Objects bounds intersect with the Game Camera bounds.
Returnstrue
if they do, otherwisefalse
if fully outside of the Cameras bounds.- Inherited From:
- Source - gameobjects/components/AutoCull.js, line 37
-
input :Phaser.InputHandler|null
-
The Input Handler for this Game Object.
By default it is disabled. If you wish this Game Object to process input events you should enable it with:
inputEnabled = true
.After you have done this, this property will be a reference to the Phaser InputHandler.
Type:
- Phaser.InputHandler | null
- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 24
-
inputEnabled :boolean
-
By default a Game Object won't process any input events. By setting
inputEnabled
to true a Phaser.InputHandler is created
for this Game Object and it will then start to process click / touch events and more.You can then access the Input Handler via
this.input
.Note that Input related events are dispatched from
this.events
, i.e.:events.onInputDown
.If you set this property to false it will stop the Input Handler from processing any more input events.
If you want to temporarily disable input for a Game Object, then it's better to set
input.enabled = false
, as it won't reset any of the Input Handlers internal properties.
You can then toggle this back on as needed.- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 42
-
<readonly> inWorld :boolean
-
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
- Inherited From:
- Source - gameobjects/components/InWorld.js, line 129
-
key :string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture
-
The key of the image or texture used by this Game Object during rendering.
If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
If a Game Object is created without a key it is automatically assigned the key__default
which is a 32x32 transparent PNG stored within the Cache.
If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key__missing
which is a 32x32 PNG of a green box with a line through it.Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
- Inherited From:
- Source - gameobjects/components/Core.js, line 203
-
left :number
-
The left coordinate of the Game Object.
This is the same asx - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 102
-
lifespan :number
-
The lifespan allows you to give a Game Object a lifespan in milliseconds.
Once the Game Object is 'born' you can set this to a positive value.
It is automatically decremented by the millisecond equivalent of
game.time.physicsElapsed
each frame.
When it reaches zero it will call thekill
method.Very handy for particles, bullets, collectibles, or any other short-lived entity.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 65
-
mask :PIXIGraphics
-
Sets a mask for this DisplayObject. A mask is an instance of a Graphics object.
When applied it limits the visible area of this DisplayObject to the shape of the mask.
Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer.
To remove a mask, set this property tonull
.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 675
-
maxHealth :number
-
The Game Objects maximum health value. This works in combination with the
heal
method to ensure
the health value never exceeds the maximum.- Inherited From:
- Default Value:
- 100
- Source - gameobjects/components/Health.js, line 35
-
name :string
-
A user defined name given to this Game Object.
This value isn't ever used internally by Phaser, it is meant as a game level property.- Inherited From:
- Source - gameobjects/components/Core.js, line 150
-
<readonly> offsetX :number
-
The amount the Game Object is visually offset from its x coordinate.
This is the same aswidth * anchor.x
.
It will only be > 0 if anchor.x is not equal to zero.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 24
-
<readonly> offsetY :number
-
The amount the Game Object is visually offset from its y coordinate.
This is the same asheight * anchor.y
.
It will only be > 0 if anchor.y is not equal to zero.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 42
-
outOfBoundsKill :boolean
-
If this and the
checkWorldBounds
property are both set totrue
then thekill
method is called as soon asinWorld
returns false.- Inherited From:
- Source - gameobjects/components/InWorld.js, line 106
-
outOfCameraBoundsKill :boolean
-
If this and the
autoCull
property are both set totrue
, then thekill
method
is called as soon as the Game Object leaves the camera bounds.- Inherited From:
- Source - gameobjects/components/InWorld.js, line 115
-
<readonly> parent :PIXIDisplayObjectContainer
-
The parent DisplayObjectContainer that this DisplayObject is a child of.
All DisplayObjects must belong to a parent in order to be rendered.
The root parent is the Stage object. This property is set automatically when the
DisplayObject is added to, or removed from, a DisplayObjectContainer.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 107
-
pendingDestroy :boolean
-
A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.- Inherited From:
- Source - gameobjects/components/Core.js, line 259
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Source - gameobjects/TileSprite.js, line 82
-
pivot :PIXIPoint
-
The pivot point of this DisplayObject that it rotates around. The values are expressed
in pixel values.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 43
-
position :PIXIPoint
-
The coordinates, in pixels, of this DisplayObject, relative to its parent container.
The value of this property does not reflect any positioning happening further up the display list.
To obtain that value please see theworldPosition
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 20
-
<readonly> previousPosition :Phaser.Point
-
The position the Game Object was located in the previous frame.
- Inherited From:
- Source - gameobjects/components/Core.js, line 225
-
<readonly> previousRotation :number
-
The rotation the Game Object was in set to in the previous frame. Value is in radians.
- Inherited From:
- Source - gameobjects/components/Core.js, line 232
-
refreshTexture :boolean
-
If true the TileSprite will run
generateTexture
on its next render pass.
This is set by the likes of Phaser.LoadTexture.setFrame.- Source - gameobjects/TileSprite.js, line 140
-
renderable :Boolean
-
Should this DisplayObject be rendered by the renderer? An object with a renderable value of
false
is skipped during the render pass.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 98
-
<readonly> renderOrderID :number
-
The render order ID is used internally by the renderer and Input Manager and should not be modified.
This property is mostly used internally by the renderers, but is exposed for the use of plugins.- Inherited From:
- Source - gameobjects/components/Core.js, line 240
-
right :number
-
The right coordinate of the Game Object.
This is the same asx + width - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 124
-
rotation :Number
-
The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on
a right-handed orientation.The value of this property does not reflect any rotation happening further up the display list.
To obtain that value please see theworldRotation
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 51
-
scale :PIXIPoint
-
The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject
at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.The value of this property does not reflect any scaling happening further up the display list.
To obtain that value please see theworldScale
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 31
-
setHealth
-
Sets the health property of the Game Object to the given amount.
Will never exceed themaxHealth
value.- Inherited From:
- Source - gameobjects/components/Health.js, line 70
-
shader :PhaserFilter
-
The shader that will be used to render this Sprite.
Set to null to remove a current shader.- Inherited From:
- Default Value:
- null
- Source - pixi/display/Sprite.js, line 93
-
smoothed :boolean
-
Enable or disable texture smoothing for this Game Object.
It only takes effect if the Game Object is using an image based texture.
Smoothing is enabled by default.
- Inherited From:
- Source - gameobjects/components/Smoothed.js, line 25
-
texture :PIXI.Texture
-
The texture that the sprite is using
- Inherited From:
- Source - pixi/display/Sprite.js, line 28
-
textureDebug :boolean
-
If enabled a green rectangle will be drawn behind the generated tiling texture,
allowing you to visually debug the texture being used.- Source - gameobjects/TileSprite.js, line 111
-
tilePattern :object
-
The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).
- Source - gameobjects/TileSprite.js, line 132
-
tilePosition :Phaser.Point
-
The offset position of the image being tiled.
- Source - gameobjects/TileSprite.js, line 103
-
tileScale :Phaser.Point
-
The scale applied to the image being tiled.
- Source - gameobjects/TileSprite.js, line 93
-
tileScaleOffset :Phaser.Point
-
The scale offset applied to the image being tiled.
- Source - gameobjects/TileSprite.js, line 98
-
tilingTexture :PIXI.Texture
-
An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.
- Source - gameobjects/TileSprite.js, line 125
-
tint :Number
-
The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/display/Sprite.js, line 54
-
tintedTexture :Canvas
-
A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)
- Inherited From:
- Default Value:
- null
- Source - pixi/display/Sprite.js, line 73
-
top :number
-
The y coordinate of the Game Object.
This is the same asy - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 146
-
<readonly> type :number
-
The const type of this object.
- Source - gameobjects/TileSprite.js, line 76
-
visible :Boolean
-
The visibility of this DisplayObject. A value of
false
makes the object invisible.
A value oftrue
makes it visible. Please note that an object with a visible value offalse
is skipped during the render pass. Equally a DisplayObject with visible false will
not render any of its children.The value of this property does not reflect any visible values set further up the display list.
To obtain that value please see theworldVisible
property.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 75
-
width :Number
-
The width of the sprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/Sprite.js, line 125
-
world :Phaser.Point
-
The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ fromposition
,
which contains the x/y coordinates relative to the Game Objects parent.- Inherited From:
- Source - gameobjects/components/Core.js, line 211
-
<readonly> worldAlpha :Number
-
The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
This value is the calculated total, based on the alpha values of all parents of this DisplayObjects
in the display list.To obtain, and set, the local alpha value, see the
alpha
property.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 119
-
<readonly> worldPosition :PIXIPoint
-
The coordinates, in pixels, of this DisplayObject within the world.
This property contains the calculated total, based on the positions of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 150
-
<readonly> worldRotation :Number
-
The rotation, in radians, of this DisplayObject.
This property contains the calculated total, based on the rotations of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 180
-
<readonly> worldScale :PIXIPoint
-
The global scale of this DisplayObject.
This property contains the calculated total, based on the scales of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 165
-
<readonly> worldTransform :PIXIMatrix
-
The current transform of this DisplayObject.
This property contains the calculated total, based on the transforms of all parents of this
DisplayObject in the display list.Note: This property is only updated at the end of the
updateTransform
call, once per render. Until
that happens this property will contain values based on the previous frame. Be mindful of this if
accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 135
-
worldVisible :Boolean
-
Indicates if this DisplayObject is visible, based on it, and all of its parents,
visible
property values.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 632
-
x :Number
-
The horizontal position of the DisplayObject, in pixels, relative to its parent.
If you need the world position of the DisplayObject, useDisplayObject.worldPosition
instead.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 588
-
y :Number
-
The vertical position of the DisplayObject, in pixels, relative to its parent.
If you need the world position of the DisplayObject, useDisplayObject.worldPosition
instead.- Inherited From:
- Source - pixi/display/DisplayObject.js, line 610
-
<readonly> z :number
-
The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
This value is adjusted automatically whenever the Group hierarchy changes.
If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.- Inherited From:
- Source - gameobjects/components/Core.js, line 177
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 42
-
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 55
-
alignIn(container, position, offsetX, offsetY) → {Object}
-
Aligns this Game Object within another Game Object, or Rectangle, known as the
'container', to one of 9 possible positions.The container must be a Game Object, or Phaser.Rectangle object. This can include properties
such asWorld.bounds
orCamera.view
, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.Please note that aligning a Sprite to another Game Object does not make it a child of
the container. It simply modifies its position coordinates so it aligns with it.The position constants you can use are:
Phaser.TOP_LEFT
,Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_CENTER
,Phaser.CENTER
,Phaser.RIGHT_CENTER
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
andPhaser.BOTTOM_RIGHT
.The Game Objects are placed in such a way that their bounds align with the
container, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.The optional
offsetX
andoffsetY
arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)
Would align the
sprite
to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
one expands it.Parameters:
Name Type Argument Default Description container
Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as
World.bounds
orCamera.view
.position
integer <optional>
The position constant. One of
Phaser.TOP_LEFT
(default),Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_CENTER
,Phaser.CENTER
,Phaser.RIGHT_CENTER
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
orPhaser.BOTTOM_RIGHT
.offsetX
integer <optional>
0 A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
offsetY
integer <optional>
0 A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
Returns:
Object -This Game Object.
- Inherited From:
- Source - gameobjects/components/Bounds.js, line 223
-
alignTo(parent, position, offsetX, offsetY) → {Object}
-
Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
'parent', in one of 11 possible positions.The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
such asWorld.bounds
orCamera.view
, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.Please note that aligning a Sprite to another Game Object does not make it a child of
the parent. It simply modifies its position coordinates so it aligns with it.The position constants you can use are:
Phaser.TOP_LEFT
(default),Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_TOP
,Phaser.LEFT_CENTER
,Phaser.LEFT_BOTTOM
,Phaser.RIGHT_TOP
,Phaser.RIGHT_CENTER
,Phaser.RIGHT_BOTTOM
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
andPhaser.BOTTOM_RIGHT
.The Game Objects are placed in such a way that their bounds align with the
parent, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.The optional
offsetX
andoffsetY
arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)
Would align the
sprite
to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
one expands it.Parameters:
Name Type Argument Default Description parent
Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as
World.bounds
orCamera.view
.position
integer <optional>
The position constant. One of
Phaser.TOP_LEFT
,Phaser.TOP_CENTER
,Phaser.TOP_RIGHT
,Phaser.LEFT_TOP
,Phaser.LEFT_CENTER
,Phaser.LEFT_BOTTOM
,Phaser.RIGHT_TOP
,Phaser.RIGHT_CENTER
,Phaser.RIGHT_BOTTOM
,Phaser.BOTTOM_LEFT
,Phaser.BOTTOM_CENTER
orPhaser.BOTTOM_RIGHT
.offsetX
integer <optional>
0 A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
offsetY
integer <optional>
0 A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
Returns:
Object -This Game Object.
- Inherited From:
- Source - gameobjects/components/Bounds.js, line 321
-
autoScroll(x, y) → {Phaser.TileSprite}
-
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.
Returns:
This instance.
- Source - gameobjects/TileSprite.js, line 208
-
bringToTop() → {PIXI.DisplayObject}
-
Brings this Game Object to the top of its parents display list.
Visually this means it will render over the top of any old child in the same Group.If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,
because the World is the root Group from which all Game Objects descend.Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 24
-
contains(child) → {Boolean}
-
Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.
Parameters:
Name Type Description child
PIXI.DisplayObject -
Returns:
Boolean -- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 449
-
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 243
-
generateTilingTexture(forcePowerOfTwo)
-
Internal method that generates a new tiling texture.
Parameters:
Name Type Description forcePowerOfTwo
boolean Whether we want to force the texture to be a power of two
- Source - gameobjects/TileSprite.js, line 518
-
getBounds() → {Phaser.Rectangle}
-
Returns the framing rectangle of the Tile Sprite.
Returns:
The bounds of the Tile Sprite.
- Source - gameobjects/TileSprite.js, line 605
-
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 153
-
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 112
-
getLocalBounds() → {Rectangle}
-
Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/Sprite.js, line 315
-
kill() → {PIXI.DisplayObject}
-
Kills a Game Object. A killed Game Object has its
alive
,exists
andvisible
properties all set to false.It will dispatch the
onKilled
event. You can listen toevents.onKilled
for the signal.Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
it doesn't destroy the object or free it up from memory.If you don't need this Game Object any more you should call
destroy
instead.Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 113
-
loadTexture(key, frame, stopAnimation)
-
Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.
If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the
frame
orframeName
properties instead.You should only use
loadTexture
if you want to replace the base texture entirely.Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.
You can use the new const
Phaser.PENDING_ATLAS
as the texture key for any sprite.
Doing this then sets the key to be theframe
argument (the frame is set to zero).This allows you to create sprites using
load.image
during development, and then change them
to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'
and swapping it to be the key of the atlas data.Note: You cannot use a RenderTexture as a texture for a TileSprite.
Parameters:
Name Type Argument Default Description key
string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | 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 Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
frame
string | number <optional>
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.
stopAnimation
boolean <optional>
true If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.
- Inherited From:
- Source - gameobjects/components/LoadTexture.js, line 51
-
moveDown() → {PIXI.DisplayObject}
-
Moves this Game Object down one place in its parents display list.
This call has no effect if the Game Object is already at the bottom of the display list.If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,
because the World is the root Group from which all Game Objects descend.Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 87
-
moveUp() → {PIXI.DisplayObject}
-
Moves this Game Object up one place in its parents display list.
This call has no effect if the Game Object is already at the top of the display list.If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,
because the World is the root Group from which all Game Objects descend.Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 66
-
overlap(displayObject) → {boolean}
-
Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,
which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides agetBounds
method and result.This check ignores the
hitArea
property if set and runs agetBounds
comparison on both objects to determine the result.Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.
It should be fine for low-volume testing where physics isn't required.Parameters:
Name Type Description displayObject
Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject The display object to check against.
Returns:
boolean -True if the bounds of this Game Object intersects at any point with the bounds of the given display object.
- Inherited From:
- Source - gameobjects/components/Overlap.js, line 29
-
play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}
-
Plays an Animation.
The animation should have previously been created via
animations.add
.If the animation is already playing calling this again won't do anything.
If you need to reset an already running animation do so directly on the Animation object itself or viaAnimationManager.stop
.Parameters:
Name Type Argument Default Description name
string The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.
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.
- Inherited From:
- Source - gameobjects/components/Animation.js, line 31
-
<internal> postUpdate()
-
Internal method called by the World postUpdate cycle.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 338
-
preUpdate() → {boolean}
-
Automatically called by World.preUpdate.
Returns:
boolean -- Source - gameobjects/TileSprite.js, line 180
-
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 171
-
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 191
-
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 213
-
reset(x, y) → {Phaser.TileSprite}
-
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:
This instance.
- Source - gameobjects/TileSprite.js, line 275
-
resetFrame()
-
Resets the texture frame dimensions that the Game Object uses for rendering.
- Inherited From:
- Source - gameobjects/components/LoadTexture.js, line 237
-
resizeFrame(parent, width, height)
-
Resizes the Frame dimensions that the Game Object uses for rendering.
You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData
it can be useful to adjust the dimensions directly in this way.Parameters:
Name Type Description parent
object The parent texture object that caused the resize, i.e. a Phaser.Video object.
width
integer The new width of the texture.
height
integer The new height of the texture.
- Inherited From:
- Source - gameobjects/components/LoadTexture.js, line 225
-
revive(health) → {PIXI.DisplayObject}
-
Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.
A resurrected Game Object has its
alive
,exists
andvisible
properties all set to true.It will dispatch the
onRevived
event. Listen toevents.onRevived
for the signal.Parameters:
Name Type Argument Default Description health
number <optional>
100 The health to give the Game Object. Only set if the GameObject has the Health component.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 78
-
sendToBack() → {PIXI.DisplayObject}
-
Sends this Game Object to the bottom of its parents display list.
Visually this means it will render below all other children in the same Group.If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,
because the World is the root Group from which all Game Objects descend.Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 45
-
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 132
-
setFrame(frame)
-
Sets the texture frame the Game Object uses for rendering.
This is primarily an internal method used by
loadTexture
, but is exposed for the use of plugins and custom classes.Parameters:
Name Type Description frame
Phaser.Frame The Frame to be used by the texture.
- Inherited From:
- Source - gameobjects/components/LoadTexture.js, line 155
-
setTexture(texture) → {Phaser.TileSprite}
-
Changes the texture being rendered by this TileSprite.
Causes a texture refresh to take place on the next render.Parameters:
Name Type Description texture
PIXI.Texture The texture to apply to this TileSprite.
Returns:
This instance.
- Source - gameobjects/TileSprite.js, line 297
-
stopScroll() → {Phaser.TileSprite}
-
Stops an automatically scrolling TileSprite.
Returns:
This instance.
- Source - gameobjects/TileSprite.js, line 228
-
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 85
-
update()
-
Override this method in your own custom objects to handle any update requirements.
It is called immediately afterpreUpdate
and beforepostUpdate
.
Remember if this Game Object has any children you should call update on those too.- Inherited From:
- Source - gameobjects/components/Core.js, line 328