Class: TileSprite

Phaser. TileSprite

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:
src/gameobjects/TileSprite.js line 59

Extends

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 use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling.

Type:
  • boolean
Inherited From:
Default Value:
  • true
Source:
src/gameobjects/components/LifeSpan.js line 55

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 the worldAlpha property.

Type:
  • number
Inherited From:
Default Value:
  • 1
Source:
src/pixi/display/DisplayObject.js line 73

anchor : Point

The anchor sets the origin point of the texture. The default (0, 0) is the top left. (0.5, 0.5) is the center. (1, 1) is the bottom right.

You can modify the default values in PIXI.Sprite.defaultAnchor.

Type:
  • Point
Inherited From:
Source:
src/pixi/display/Sprite.js line 28

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.

Type:
  • number
Inherited From:
Source:
src/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.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 186
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 its renderable property set to false. 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.

Type:
  • boolean
Inherited From:
Source:
src/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.

Type:
  • Number
Inherited From:
Default Value:
  • PIXI.blendModes.NORMAL;
Source:
src/pixi/display/Sprite.js line 93

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 be null.

To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this object and system is the Physics system you are using. If none is given it defaults to Phaser.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:
src/gameobjects/components/PhysicsBody.js line 97

bottom : number

The sum of the y and height properties. This is the same as y + height - offsetY.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Bounds.js line 156

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.

Transparent areas adjoining the edges may be removed (#283).

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 call DisplayObject.updateCache.

To remove a cached bitmap, set this property to null. Cache this DisplayObject as a Bitmap. Set to null to remove an existing cached bitmap.

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 791

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.

Type:
Inherited From:
Source:
src/gameobjects/components/FixedToCamera.js line 82

canvasBuffer : PIXI.CanvasBuffer

The CanvasBuffer object that the tiled texture is drawn to.

Type:
Source:
src/gameobjects/TileSprite.js line 116

centerX : number

The local center x coordinate of the Game Object. This is the same as (x - offsetX) + (width / 2).

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Bounds.js line 56

centerY : number

The local center y coordinate of the Game Object. This is the same as (y - offsetY) + (height / 2).

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Bounds.js line 76

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 is true.

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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/InWorld.js line 103

<readonly> children : Array(DisplayObject)

[read-only] The array of children of this container.

Type:
  • Array(DisplayObject)
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 24

<protected> components : object

The components this Game Object has installed.

Type:
  • object
Inherited From:
Source:
src/gameobjects/components/Core.js line 160

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.

Type:
  • Object
Inherited From:
Default Value:
  • {}
Source:
src/gameobjects/components/Core.js line 153

debug : boolean

A debug flag designed for use with Game.enableStep.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Core.js line 211

<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.

Type:
  • boolean
Inherited From:
Source:
src/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.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 178
See:

exists : Boolean

Controls if this Sprite is processed by the core Phaser game loops and Group loops (except Phaser.Group#update).

Type:
  • Boolean
Inherited From:
Overrides:
Default Value:
  • true
Source:
src/pixi/display/Sprite.js line 112

filterArea : Rectangle

The rectangular area used by filters when rendering a shader for this DisplayObject.

Type:
  • Rectangle
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 205

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 using DisplayObject.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. An Array of Phaser.Filter objects, or objects that extend them.

Type:
  • Array
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 740

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 the cameraOffset 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 have fixedToCamera enabled on them.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/FixedToCamera.js line 54

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.

Type:
  • integer
Inherited From:
Source:
src/gameobjects/components/LoadTexture.js line 257

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.

Type:
  • string
Inherited From:
Source:
src/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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Core.js line 241

game : Phaser.Game

A reference to the currently running Game.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 135

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.

Type:
  • number
Inherited From:
Default Value:
  • 1
Source:
src/gameobjects/components/Health.js line 26

height : Number

The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Type:
  • Number
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 606

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:
src/pixi/display/DisplayObject.js line 99

ignoreChildInput : boolean

If ignoreChildInput is false 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.

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 35

<readonly> inCamera : boolean

Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns true if they do, otherwise false if fully outside of the Cameras bounds.

Type:
  • boolean
Inherited From:
Overrides:
Source:
src/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:
Inherited From:
Source:
src/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.

Type:
  • boolean
Inherited From:
Source:
src/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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/InWorld.js line 134

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:
Inherited From:
Source:
src/gameobjects/components/Core.js line 196

left : number

The left coordinate of the Game Object. This is the same as x - offsetX.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Bounds.js line 96

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 game.time.delta each frame. When it reaches zero it will call the kill method.

Very handy for particles, bullets, collectibles, or any other short-lived entity.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/LifeSpan.js line 70

mask : Phaser.Graphics

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 to null. The mask applied to this DisplayObject. Set to null to remove an existing mask.

Type:
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 707

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.

Type:
  • number
Inherited From:
Default Value:
  • 100
Source:
src/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.

Type:
  • string
Inherited From:
Source:
src/gameobjects/components/Core.js line 143

<readonly> offsetX : number

The amount the Game Object is visually offset from its x coordinate. This is the same as width * anchor.x. It will only be > 0 if anchor.x is not equal to zero.

Type:
  • number
Inherited From:
Source:
src/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 as height * anchor.y. It will only be > 0 if anchor.y is not equal to zero.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Bounds.js line 41

outOfBoundsKill : boolean

If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/InWorld.js line 111

outOfCameraBoundsKill : boolean

If this and the autoCull property are both set to true, then the kill method is called as soon as the Game Object leaves the camera bounds.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/InWorld.js line 120

<readonly> parent : PIXI.DisplayObjectContainer

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.

Type:
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 120

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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Core.js line 252

<readonly> physicsType : number

The const physics body type of this object.

Type:
  • number
Source:
src/gameobjects/TileSprite.js line 80

pivot : PIXI.Point

The pivot point of this DisplayObject that it rotates around. The values are expressed in pixel values.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 49

position : PIXI.Point

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 the worldPosition property.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 29

<readonly> previousPosition : Phaser.Point

The position the Game Object was located in the previous frame.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 218

<readonly> previousRotation : number

The rotation the Game Object was in set to in the previous frame. Value is in radians.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Core.js line 225

refreshTexture : boolean

If true the TileSprite will run generateTexture on its next render pass. This is set by the likes of Phaser.LoadTexture.setFrame.

Type:
  • boolean
Source:
src/gameobjects/TileSprite.js line 138

renderable : boolean

Should this DisplayObject be rendered by the renderer? An object with a renderable value of false is skipped during the render pass.

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 108

<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.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Core.js line 233

The right coordinate of the Game Object. This is the same as x + width - offsetX.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Bounds.js line 116

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 the worldRotation property.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 61

scale : PIXI.Point

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 the worldScale property.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 41

shader : Phaser.Filter

The shader that will be used to render this Sprite. Set to null to remove a current shader.

Type:
Inherited From:
Default Value:
  • null
Source:
src/pixi/display/Sprite.js line 103

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.

Type:
  • boolean
Inherited From:
Source:
src/gameobjects/components/Smoothed.js line 25

texture : Texture

The texture that the sprite is using

Type:
  • Texture
Inherited From:
Overrides:
Source:
src/pixi/display/Sprite.js line 36

textureDebug : boolean

If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually debug the texture being used.

Type:
  • boolean
Source:
src/gameobjects/TileSprite.js line 109

tilePattern : object

The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).

Type:
  • object
Source:
src/gameobjects/TileSprite.js line 130

tilePosition : Phaser.Point

The offset position of the image being tiled.

Type:
Source:
src/gameobjects/TileSprite.js line 101

tileScale : Phaser.Point

The scale applied to the image being tiled.

Type:
Source:
src/gameobjects/TileSprite.js line 91

tileScaleOffset : Phaser.Point

The scale offset applied to the image being tiled.

Type:
Source:
src/gameobjects/TileSprite.js line 96

tilingTexture : PIXI.Texture

An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.

Type:
Source:
src/gameobjects/TileSprite.js line 123

tint : Number

The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF (Phaser.Color.WHITE) will remove any tint effect.

Type:
  • Number
Inherited From:
Default Value:
  • 0xFFFFFF
Source:
src/pixi/display/Sprite.js line 63

tintedTexture : Canvas

A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

Type:
  • Canvas
Inherited From:
Overrides:
Default Value:
  • null
Source:
src/pixi/display/Sprite.js line 82

top : number

The y coordinate of the Game Object. This is the same as y - offsetY.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Bounds.js line 136

<readonly> type : number

The const type of this object.

Type:
  • number
Source:
src/gameobjects/TileSprite.js line 74

visible : boolean

The visibility of this DisplayObject. A value of false makes the object invisible. A value of true makes it visible.

An object with a visible value of false 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 the worldVisible property.

Objects that are not worldVisible do not update their worldPosition.

Type:
  • boolean
Inherited From:
Default Value:
  • true
Source:
src/pixi/display/DisplayObject.js line 90

width : Number

The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Type:
  • Number
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 576

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 from position, which contains the x/y coordinates relative to the Game Objects parent.

Type:
Inherited From:
Source:
src/gameobjects/components/Core.js line 204

<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.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 136

<readonly> worldPosition : PIXI.Point

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.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 166

<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.

Type:
  • number
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 196

<readonly> worldScale : PIXI.Point

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.

Type:
  • PIXI.Point
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 181

<readonly> worldTransform : Phaser.Matrix

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.

Type:
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 151

worldVisible : boolean

Indicates if this DisplayObject is visible, based on it, and all of its parents, visible property values.

Type:
  • boolean
Inherited From:
Source:
src/pixi/display/DisplayObject.js line 666

x : number

The horizontal position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Type:
  • number
Inherited From:
Overrides:
Source:
src/pixi/display/DisplayObject.js line 626

y : number

The vertical position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Type:
  • number
Inherited From:
Overrides:
Source:
src/pixi/display/DisplayObject.js line 646

<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.

Type:
  • number
Inherited From:
Source:
src/gameobjects/components/Core.js line 170

Methods

addChild(child)

Adds a child to the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to add to the container

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 41
Returns:

The child that was added.

Type
DisplayObject

addChildAt(child, index)

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 DisplayObject

The child to add

index Number

The index to place the child in

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 53
Returns:

The child that was added.

Type
DisplayObject

alignIn(container [, position] [, offsetX] [, offsetY])

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 as World.bounds or Camera.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 and Phaser.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 and offsetY 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 or Camera.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 or Phaser.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.

Inherited From:
Source:
src/gameobjects/components/Bounds.js line 209
Returns:

This Game Object.

Type
Object

alignTo(parent [, position] [, offsetX] [, offsetY])

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 as World.bounds or Camera.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 and Phaser.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 and offsetY 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 or Camera.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 or Phaser.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.

Inherited From:
Source:
src/gameobjects/components/Bounds.js line 306
Returns:

This Game Object.

Type
Object

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:
src/gameobjects/TileSprite.js line 204
Returns:

This instance.

Type
Phaser.TileSprite

bringToTop()

Brings this Game Object to the top of its parent's display list (the last position). Visually this means it will render over the top of all other children of the same parent.

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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 24
Returns:

This instance.

Type
PIXI.DisplayObject

contains(child)

Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

Parameters:
Name Type Description
child DisplayObject
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 456
Returns:
Type
boolean

damage(amount)

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.

Parameters:
Name Type Description
amount number

The amount to subtract from the current health value.

Inherited From:
Source:
src/gameobjects/components/Health.js line 46
Returns:

This instance.

Type
Phaser.Sprite

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?

Overrides:
Source:
src/gameobjects/TileSprite.js line 237

generateTexture( [resolution] [, scaleMode], renderer)

Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites. This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times.

Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures, and references to them, so they don't linger in memory.

Parameters:
Name Type Argument Default Description
resolution number <optional>
1

The resolution of the texture being generated.

scaleMode number <optional>
PIXI.scaleModes.DEFAULT

See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values.

renderer PIXI.CanvasRenderer | PIXI.WebGLRenderer

The renderer used to generate the texture.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 443
Returns:
  • A RenderTexture containing an image of this DisplayObject at the time it was invoked.
Type
Phaser.RenderTexture

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:
src/gameobjects/TileSprite.js line 517

getBounds()

Returns the framing rectangle of the Tile Sprite.

Overrides:
Source:
src/gameobjects/TileSprite.js line 605
Returns:

The bounds of the Tile Sprite.

Type
Phaser.Rectangle

getChildAt(index)

Returns the child at the specified index

Parameters:
Name Type Description
index Number

The index to get the child from

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 147
Returns:

The child at the given index, if any.

Type
DisplayObject

getChildIndex(child)

Returns the index position of a child DisplayObject instance

Parameters:
Name Type Description
child DisplayObject

The DisplayObject instance to identify

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 108
Returns:

The index position of the child display object to identify

Type
Number

getLocalBounds()

Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.

Inherited From:
Source:
src/pixi/display/Sprite.js line 328
Returns:

The rectangular bounding area

Type
Rectangle

heal(amount)

Heal the Game Object. This adds the given amount of health to the health property.

Parameters:
Name Type Description
amount number

The amount to add to the current health value. The total will never exceed maxHealth.

Inherited From:
Source:
src/gameobjects/components/Health.js line 88
Returns:

This instance.

Type
Phaser.Sprite

kill()

Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false.

It will dispatch the onKilled event. You can listen to events.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.

Inherited From:
Source:
src/gameobjects/components/LifeSpan.js line 117
Returns:

This instance.

Type
PIXI.DisplayObject

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 or frameName 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 the frame 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:
src/gameobjects/components/LoadTexture.js line 51

moveDown()

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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 84
Returns:

This instance.

Type
PIXI.DisplayObject

moveUp()

Moves this Game Object up one place in its parent's 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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 64
Returns:

This instance.

Type
PIXI.DisplayObject

overlap(displayObject)

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 a getBounds method and result.

This check ignores the hitArea property if set and runs a getBounds 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.

Inherited From:
Source:
src/gameobjects/components/Overlap.js line 29
Returns:

True if the bounds of this Game Object intersects at any point with the bounds of the given display object.

Type
boolean

play(name [, frameRate] [, loop] [, killOnComplete])

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 via AnimationManager.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.

Inherited From:
Source:
src/gameobjects/components/Animation.js line 31
Returns:

A reference to playing Animation.

Type
Phaser.Animation

<protected> postUpdate()

Internal method called by the World postUpdate cycle.

Inherited From:
Source:
src/gameobjects/components/Core.js line 354

preUpdate()

Automatically called by World.preUpdate.

Overrides:
Source:
src/gameobjects/TileSprite.js line 177
Returns:
Type
boolean

<protected> preUpdateChildren()

Internal method called by preUpdate.

Inherited From:
Source:
src/gameobjects/components/Core.js line 318

removeChild(child)

Removes a child from the container.

Parameters:
Name Type Description
child DisplayObject

The DisplayObject to remove

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 164
Returns:

The child that was removed.

Type
DisplayObject

removeChildAt(index)

Removes a child from the specified index position.

Parameters:
Name Type Description
index Number

The index to get the child from

Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 183
Returns:

The child that was removed.

Type
DisplayObject

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:
src/pixi/display/DisplayObjectContainer.js line 224

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.

Overrides:
Source:
src/gameobjects/TileSprite.js line 268
Returns:

This instance.

Type
Phaser.TileSprite

resetFrame()

Resets the texture frame dimensions that the Game Object uses for rendering.

Inherited From:
Source:
src/gameobjects/components/LoadTexture.js line 236

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:
src/gameobjects/components/LoadTexture.js line 225

revive( [health])

Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.

A resurrected Game Object has its alive, exists and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.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.

Inherited From:
Source:
src/gameobjects/components/LifeSpan.js line 83
Returns:

This instance.

Type
PIXI.DisplayObject

sendToBack()

Sends this Game Object to the bottom of its parent's display list (the first position). Visually this means it will render below all other children of the same parent.

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.

Inherited From:
Source:
src/gameobjects/components/BringToTop.js line 44
Returns:

This instance.

Type
PIXI.DisplayObject

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:
Name Type Description
child 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:
src/pixi/display/DisplayObjectContainer.js line 127

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:
src/gameobjects/components/LoadTexture.js line 156

setHealth(amount)

Sets the health property of the Game Object to the given amount. Will never exceed the maxHealth value.

Parameters:
Name Type Description
amount number

The amount to set the health value to. The total will never exceed maxHealth.

Inherited From:
Source:
src/gameobjects/components/Health.js line 69
Returns:

This instance.

Type
Phaser.Sprite

setTexture(texture)

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.

Overrides:
Source:
src/gameobjects/TileSprite.js line 289
Returns:

This instance.

Type
Phaser.TileSprite

stopScroll()

Stops an automatically scrolling TileSprite.

Source:
src/gameobjects/TileSprite.js line 223
Returns:

This instance.

Type
Phaser.TileSprite

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:
Name Type Description
child DisplayObject
child2 DisplayObject
Inherited From:
Source:
src/pixi/display/DisplayObjectContainer.js line 82

toGlobal(position)

Calculates the global position of this DisplayObject, based on the position given.

Parameters:
Name Type Description
position PIXI.Point

The global position to calculate from.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 483
Returns:
  • A point object representing the position of this DisplayObject based on the global position given.
Type
PIXI.Point

toLocal(position [, from])

Calculates the local position of this DisplayObject, relative to another point.

Parameters:
Name Type Argument Description
position PIXI.Point

The world origin to calculate from.

from PIXI.DisplayObject <optional>

An optional DisplayObject to calculate the global position from.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 497
Returns:
  • A point object representing the position of this DisplayObject based on the global position given.
Type
PIXI.Point

update()

Override this method in your own custom objects to handle any update requirements. It is called immediately after preUpdate and before postUpdate. Remember if this Game Object has any children you should call update on those too.

Inherited From:
Source:
src/gameobjects/components/Core.js line 343

updateCache()

If this DisplayObject has a cached Sprite, this method generates and updates it.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 470
Returns:
  • A reference to this DisplayObject.
Type
PIXI.DisplayObject

updateTransform( [parent])

Updates the transform matrix this DisplayObject uses for rendering.

If the object has no parent, and no parent parameter is provided, it will default to Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place.

The parent parameter has priority over the actual parent. Use it as a parent override. Setting it does not change the actual parent of this DisplayObject.

Calling this method updates the worldTransform, worldAlpha, worldPosition, worldScale and worldRotation properties.

If a transformCallback has been specified, it is called at the end of this method, and is passed the new, updated, worldTransform property, along with the parent transform used.

Parameters:
Name Type Argument Description
parent PIXI.DisplayObjectContainer <optional>

Optional parent to calculate this DisplayObjects transform from.

Inherited From:
Source:
src/pixi/display/DisplayObject.js line 291
Returns:
  • A reference to this DisplayObject.
Type
PIXI.DisplayObject

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