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These archived docs are for Phaser 2.2.2 Phaser 3 docs can be found on newdocs.phaser.io.
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Constructor

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 and will automatically wrap on the edges as it does so. Please note that TileSprites, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.

Parameters
Name Type Description
game Phaser.Game

A reference to the currently running game.

x number

The x coordinate (in world space) to position the TileSprite at.

y number

The y coordinate (in world space) to position the TileSprite at.

width number

The width of the TileSprite.

height number

The height of the TileSprite.

key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.

frame string | number

If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

Source code: gameobjects/TileSprite.js, line 22

Extends

Public Properties

alive : boolean

A useful boolean to control if the TileSprite is alive or dead (in terms of your gameplay, it doesn't effect rendering).

Default Value
  • true
Source code: gameobjects/TileSprite.js, line 141

alpha : number

The opacity of the object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 65

anchor : PIXI.Point

The anchor sets the origin point of the texture. The default is 0,0 this means the texture's origin is the top left Setting than anchor to 0.5,0.5 means the textures origin is centered Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner

Inherited From
Source code: pixi/display/Sprite.js, line 22

angle : number

Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle. The angle of this Sprite in degrees.

Source code: gameobjects/TileSprite.js, line 558

animations : Phaser.AnimationManager

This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)

Source code: gameobjects/TileSprite.js, line 61

autoCull : boolean

Should this Sprite be automatically culled if out of range of the camera? A culled sprite has its renderable property set to 'false'. Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it. A flag indicating if the Sprite should be automatically camera culled or not.

Default Value
  • false
Source code: gameobjects/TileSprite.js, line 108

blendMode : number

The blend mode to be applied to the sprite

Inherited From
Default Value
  • PIXI.blendModes.NORMAL;
Source code: pixi/extras/TilingSprite.js, line 77

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null

By default Sprites won't add themselves to any physics system and their physics body will be null. To enable them for physics you need to call game.physics.enable(sprite, system) where sprite is this object and system is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via Sprite.body.

Important: Enabling a Sprite for P2 or Ninja physics will automatically set Sprite.anchor to 0.5 so the physics body is centered on the Sprite. If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.

Type
Default Value
  • null
Source code: gameobjects/TileSprite.js, line 135

buttonMode : boolean

This is used to indicate if the displayObject should display a mouse hand cursor on rollover

Inherited From
Source code: pixi/display/DisplayObject.js, line 90

cacheAsBitmap : boolean

Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'

Inherited From
Source code: pixi/display/DisplayObject.js, line 436

cameraOffset : Phaser.Point

If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.

Source code: gameobjects/TileSprite.js, line 122

checkWorldBounds : boolean

If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its bounds every frame to support it, and not all games need it. Enable it by setting the value to true.

Default Value
  • false
Source code: gameobjects/TileSprite.js, line 117

[readonly] children : Array.<DisplayObject>

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

Type
Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 17

destroyPhase : boolean

True if this object is currently being destroyed.

Source code: gameobjects/TileSprite.js, line 797

events : Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

Source code: gameobjects/TileSprite.js, line 56

exists : boolean

TileSprite.exists controls if the core game loop and physics update this TileSprite or not. When you set TileSprite.exists to false it will remove its Body from the physics world (if it has one) and also set TileSprite.visible to false. Setting TileSprite.exists to true will re-add the Body to the physics world (if it has a body) and set TileSprite.visible to true. If the TileSprite is processed by the core game update and physics.

Source code: gameobjects/TileSprite.js, line 655

filterArea : PIXI.Rectangle

The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle

Inherited From
Source code: pixi/display/DisplayObject.js, line 180

filters : Array.<Filter>

Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'

Type
  • Array.<Filter>
Inherited From
Source code: pixi/display/DisplayObject.js, line 400

fixedToCamera : boolean

An TileSprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in TileSprite.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this TileSprite was in a Group that has x: 200, then this will be added to the cameraOffset.x Set to true to fix this TileSprite to the Camera at its current world coordinates.

Source code: gameobjects/TileSprite.js, line 624

frame : number

Gets or sets the current frame index and updates the Texture Cache for display.

Source code: gameobjects/TileSprite.js, line 582

frameName : string

Gets or sets the current frame name and updates the Texture Cache for display.

Source code: gameobjects/TileSprite.js, line 603

game : Phaser.Game

A reference to the currently running Game.

Source code: gameobjects/TileSprite.js, line 34

height : number

The height of the tiling sprite

Inherited From
Source code: pixi/extras/TilingSprite.js, line 27

height : number

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

Inherited From
Source code: pixi/extras/TilingSprite.js, line 111

hitArea : PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.Polygon

This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)

Type
Inherited From
Source code: pixi/display/DisplayObject.js, line 81

input : Phaser.InputHandler | null

The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.

Type
Source code: gameobjects/TileSprite.js, line 93

inputEnabled : boolean

By default a TileSprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this object and it will then start to process click/touch events and more. Set to true to allow this object to receive input events.

Source code: gameobjects/TileSprite.js, line 702

key : string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.

Type
Source code: gameobjects/TileSprite.js, line 66

mask : PIXI.Graphics

Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.

Inherited From
Source code: pixi/display/DisplayObject.js, line 380

name : string

The user defined name given to this Sprite.

Source code: gameobjects/TileSprite.js, line 40

[readonly] parent : PIXI.DisplayObjectContainer

[read-only] The display object container that contains this display object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 106

pivot : PIXI.Point

The pivot point of the displayObject that it rotates around

Inherited From
Source code: pixi/display/DisplayObject.js, line 49

position : PIXI.Point

The coordinate of the object relative to the local coordinates of the parent.

Inherited From
Source code: pixi/display/DisplayObject.js, line 14

renderable : boolean

Whether this sprite is renderable or not

Inherited From
Default Value
  • true
Source code: pixi/extras/TilingSprite.js, line 59

rotation : number

The rotation of the object in radians.

Inherited From
Source code: pixi/display/DisplayObject.js, line 57

scale : PIXI.Point

The scale factor of the object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 22

shader : PIXI.AbstractFilter

The shader that will be used to render the texture to the stage. Set to null to remove a current shader.

Inherited From
Default Value
  • null
Source code: pixi/display/Sprite.js, line 77

[readonly] stage : PIXI.Stage

[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.

Inherited From
Source code: pixi/display/DisplayObject.js, line 115

texture : PIXI.Texture

The texture that the sprite is using

Inherited From
Source code: pixi/display/Sprite.js, line 33

tilePosition : PIXI.Point

The offset position of the image that is being tiled

Inherited From
Source code: pixi/extras/TilingSprite.js, line 51

tileScale : PIXI.Point

The scaling of the image that is being tiled

Inherited From
Source code: pixi/extras/TilingSprite.js, line 35

tileScaleOffset : PIXI.Point

A point that represents the scale of the texture object

Inherited From
Source code: pixi/extras/TilingSprite.js, line 43

tint : number

The tint applied to the sprite. This is a hex value

Inherited From
Default Value
  • 0xFFFFFF
Source code: pixi/extras/TilingSprite.js, line 68

transformCallback : Function

The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.

Inherited From
Source code: pixi/display/DisplayObject.js, line 30

transformCallbackContext : Object

The context under which the transformCallback is invoked.

Inherited From
Source code: pixi/display/DisplayObject.js, line 41

[readonly] type : number

The const type of this object.

Source code: gameobjects/TileSprite.js, line 46

visible : boolean

The visibility of the object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 73

width : number

The with of the tiling sprite

Inherited From
Source code: pixi/extras/TilingSprite.js, line 19

width : number

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

Inherited From
Source code: pixi/extras/TilingSprite.js, line 95

world : Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

Source code: gameobjects/TileSprite.js, line 98

[readonly] worldAlpha : number

[read-only] The multiplied alpha of the displayObject

Inherited From
Source code: pixi/display/DisplayObject.js, line 124

worldVisible : boolean

[read-only] Indicates if the sprite is globally visible.

Inherited From
Source code: pixi/display/DisplayObject.js, line 359

x : number

The position of the TileSprite on the x axis relative to the local coordinates of the parent.

Source code: gameobjects/TileSprite.js, line 743

y : number

The position of the TileSprite on the y axis relative to the local coordinates of the parent.

Source code: gameobjects/TileSprite.js, line 770

z : number

The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.

Source code: gameobjects/TileSprite.js, line 51

Public 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 code: pixi/display/DisplayObjectContainer.js, line 90

addChildAt(child, index) → {PIXI.DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters
Name Type Description
child PIXI.DisplayObject

The child to add

index Number

The index to place the child in

Returns

The child that was added.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 102

autoScroll(x, y)

Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll(). The scroll speed is specified in pixels per second. A negative x value will scroll to the left. A positive x value will scroll to the right. A negative y value will scroll up. A positive y value will scroll down.

Parameters
Name Type Description
x number

Horizontal scroll speed in pixels per second.

y number

Vertical scroll speed in pixels per second.

Source code: gameobjects/TileSprite.js, line 304

destroy(destroyChildren)

Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present and nulls its reference to game, freeing it up for garbage collection.

Parameters
Name Type Argument Default Description
destroyChildren boolean <optional>
true

Should every child of this object have its destroy method called?

Source code: gameobjects/TileSprite.js, line 433

generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}

Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.

Parameters
Name Type Description
resolution Number

The resolution of the texture being generated

scaleMode Number

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

renderer PIXI.CanvasRenderer | PIXI.WebGLRenderer

The renderer used to generate the texture.

Returns

a texture of the graphics object

Inherited From
Source code: pixi/display/DisplayObject.js, line 582

generateTilingTexture(forcePowerOfTwo)

Parameters
Name Type Description
forcePowerOfTwo Boolean

Whether we want to force the texture to be a power of two

Inherited From
Source code: pixi/extras/TilingSprite.js, line 371

getBounds() → {PIXI.Rectangle}

Returns the framing rectangle of the sprite as a PIXI.Rectangle object

Returns

the framing rectangle

Inherited From
Source code: pixi/extras/TilingSprite.js, line 278

getChildAt(index) → {PIXI.DisplayObject}

Returns the child at the specified index

Parameters
Name Type Description
index Number

The index to get the child from

Returns

The child at the given index, if any.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 193

getChildIndex(child) → {Number}

Returns the index position of a child DisplayObject instance

Parameters
Name Type Description
child PIXI.DisplayObject

The DisplayObject instance to identify

Returns
Number -

The index position of the child display object to identify

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 158

getLocalBounds() → {PIXI.Rectangle}

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

Returns

The rectangular bounding area

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 362

loadTexture(key, frame)

Changes the Texture the TileSprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.

Parameters
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.

frame string | number

If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

Source code: gameobjects/TileSprite.js, line 333

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.

Parameters
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump".

frameRate number <optional>
null

The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

Returns

A reference to playing Animation instance.

Source code: gameobjects/TileSprite.js, line 504

postUpdate()

Internal function called by the World postUpdate cycle.

Source code: gameobjects/TileSprite.js, line 276

preUpdate()

Automatically called by World.preUpdate.

Source code: gameobjects/TileSprite.js, line 166

removeChild(child) → {PIXI.DisplayObject}

Removes a child from the container.

Parameters
Name Type Description
child PIXI.DisplayObject

The DisplayObject to remove

Returns

The child that was removed.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 210

removeChildAt(index) → {PIXI.DisplayObject}

Removes a child from the specified index position.

Parameters
Name Type Description
index Number

The index to get the child from

Returns

The child that was removed.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 225

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters
Name Type Description
beginIndex Number

The beginning position. Default value is 0.

endIndex Number

The ending position. Default value is size of the container.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 243

removeStageReference()

Removes the current stage reference from the container and all of its children.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 404

reset(x, y)

Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state. If the TileSprite has a physics body that too is reset.

Parameters
Name Type Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

Returns

(Phaser.TileSprite) This instance.

Source code: gameobjects/TileSprite.js, line 522

setChildIndex(child, index)

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

Parameters
Name Type Description
child PIXI.DisplayObject

The child DisplayObject instance for which you want to change the index number

index Number

The resulting index number for the child display object

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 175

setFrame(frame)

Sets the Texture frame the TileSprite uses for rendering. This is primarily an internal method used by TileSprite.loadTexture, although you may call it directly.

Parameters
Name Type Description
frame Phaser.Frame

The Frame to be used by the TileSprite texture.

Source code: gameobjects/TileSprite.js, line 385

setStageReference(stage)

Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.

Parameters
Name Type Description
stage PIXI.Stage

the stage that the container will have as its current stage reference

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 386

setTexture(texture)

Sets the texture of the sprite

Parameters
Name Type Description
texture PIXI.Texture

The PIXI texture that is displayed by the sprite

Inherited From
Source code: pixi/display/Sprite.js, line 135

stopScroll()

Stops an automatically scrolling TileSprite.

Source code: gameobjects/TileSprite.js, line 321

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters
Name Type Description
child PIXI.DisplayObject

-

child2 PIXI.DisplayObject

-

Inherited From
Source code: pixi/display/DisplayObjectContainer.js, line 133

toGlobal(position) → {PIXI.Point}

Calculates the global position of the display object

Parameters
Name Type Description
position PIXI.Point

The world origin to calculate from

Returns

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js, line 616

toLocal(position, from) → {PIXI.Point}

Calculates the local position of the display object relative to another point

Parameters
Name Type Argument Description
position PIXI.Point

The world origin to calculate from

from PIXI.DisplayObject <optional>

The DisplayObject to calculate the global position from

Returns

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js, line 630

update()

Override and use this function in your own custom objects to handle any update requirements you may have.

Source code: gameobjects/TileSprite.js, line 266

updateCache()

Generates and updates the cached sprite for this object.

Inherited From
Source code: pixi/display/DisplayObject.js, line 606