phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
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<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
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<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
</li>
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<a href="Phaser.Text.html">Text</a>
</li>
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<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
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<a href="Phaser.Tween.html">Tween</a>
</li>
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<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: TileSprite</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
TileSprite
</h2>
<div class="class-description"><p>Phaser.TileSprite</p></div>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="TileSprite"><span class="type-signature"></span>new TileSprite<span class="signature">(game, x, y, width, height, key, frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x coordinate (in world space) to position the TileSprite at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The y coordinate (in world space) to position the TileSprite at.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The width of the TileSprite.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The height of the TileSprite.</p></td>
</tr>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type">PIXI.Texture</span>
</td>
<td class="description last"><p>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.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="description last"><p>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.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-22">line 22</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li>Pixi.TilingSprite</li>
</ul>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name" id="alive"><span class="type-signature"></span>alive<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>alive</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>A useful boolean to control if the TileSprite is alive or dead (in terms of your gameplay, it doesn't effect rendering).</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-141">line 141</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>angle</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The angle of this Sprite in degrees.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-559">line 559</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="animations"><span class="type-signature"></span>animations<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>animations</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></span>
</td>
<td class="description last"><p>This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-61">line 61</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>autoCull</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>A flag indicating if the Sprite should be automatically camera culled or not.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-108">line 108</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="body"><span class="type-signature"></span>body<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>By default Sprites won't add themselves to any physics system and their physics body will be <code>null</code>.
To enable them for physics you need to call <code>game.physics.enable(sprite, system)</code> where <code>sprite</code> is this object
and <code>system</code> is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via <code>Sprite.body</code>.</p>
<p>Important: Enabling a Sprite for P2 or Ninja physics will automatically set <code>Sprite.anchor</code> 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.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>body</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a></span>
|
<span class="param-type">null</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-135">line 135</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cameraOffset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-122">line 122</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="checkWorldBounds"><span class="type-signature"></span>checkWorldBounds<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>checkWorldBounds</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-117">line 117</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="destroyPhase"><span class="type-signature"></span>destroyPhase<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>destroyPhase</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>True if this object is currently being destroyed.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-798">line 798</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="events"><span class="type-signature"></span>events<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>events</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Events.html">Phaser.Events</a></span>
</td>
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-56">line 56</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="exists"><span class="type-signature"></span>exists<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>exists</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If the TileSprite is processed by the core game update and physics.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-656">line 656</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>fixedToCamera</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to fix this TileSprite to the Camera at its current world coordinates.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-625">line 625</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="frame"><span class="type-signature"></span>frame<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Gets or sets the current frame index and updates the Texture Cache for display.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-583">line 583</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="frameName"><span class="type-signature"></span>frameName<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frameName</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>Gets or sets the current frame name and updates the Texture Cache for display.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-604">line 604</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running Game.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-34">line 34</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="input"><span class="type-signature"></span>input<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>input</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-93">line 93</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>inputEnabled</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to allow this object to receive input events.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-703">line 703</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="key"><span class="type-signature"></span>key<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type">PIXI.Texture</span>
</td>
<td class="description last"><p>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.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-66">line 66</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="name"><span class="type-signature"></span>name<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The user defined name given to this Sprite.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-40">line 40</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="type"><span class="type-signature"><readonly> </span>type<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>type</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The const type of this object.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="TileSprite.js.html">gameobjects/TileSprite.js</a>, <a href="TileSprite.js.html#sunlight-1-line-46">line 46</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="world"><span c