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Class TilingSprite

Hierarchy

Index

Constructors

constructor

Properties

_accessibleActive

_accessibleActive: boolean
member

{boolean}

memberof

PIXI.DisplayObject#

todo

Needs docs.

_accessibleDiv

_accessibleDiv: boolean
member

{boolean}

memberof

PIXI.DisplayObject#

todo

Needs docs.

Protected _bounds

_bounds: Bounds

The bounds object, this is used to calculate and store the bounds of the displayObject.

member

{PIXI.Bounds} PIXI.DisplayObject#_bounds

Protected _cachedTint

_cachedTint: number

Cached tint value so we can tell when the tint is changed. Value is used for 2d CanvasRenderer.

member

{number} PIXI.Sprite#_cachedTint

default

0xFFFFFF

Protected _destroyed

_destroyed: boolean

If the object has been destroyed via destroy(). If true, it should not be used.

member

{boolean} PIXI.DisplayObject#_destroyed

Protected _lastSortedIndex

_lastSortedIndex: number

Which index in the children array the display component was before the previous zIndex sort. Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.

member

{number} PIXI.DisplayObject#_lastSortedIndex

Protected _mask

_mask: Graphics | Sprite | null

The original, cached mask of the object.

member

{PIXI.Graphics|PIXI.Sprite|null} PIXI.DisplayObject#_mask

Protected _tempDisplayObjectParent

_tempDisplayObjectParent: DisplayObject
member

{PIXI.DisplayObject}

Protected _zIndex

_zIndex: number

The zIndex of the displayObject. A higher value will mean it will be rendered on top of other displayObjects within the same container.

member

{number} PIXI.DisplayObject#_zIndex

accessible

accessible: boolean

Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set

member

{boolean}

memberof

PIXI.DisplayObject#

accessibleChildren

accessibleChildren: boolean

Setting to false will prevent any children inside this container to be accessible. Defaults to true.

member

{boolean}

memberof

PIXI.DisplayObject#

default

true

accessibleHint

accessibleHint: string

Sets the aria-label attribute of the shadow div

member

{string}

memberof

PIXI.DisplayObject#

accessiblePointerEvents

accessiblePointerEvents: string

Specify the pointer-events the accessible div will use Defaults to auto.

member

{string}

memberof

PIXI.DisplayObject#

default

'auto'

accessibleTitle

accessibleTitle: string

Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'

member

{?string}

memberof

PIXI.DisplayObject#

accessibleType

accessibleType: string

Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.

member

{string}

memberof

PIXI.DisplayObject#

default

'button'

alpha

alpha: number

The opacity of the object.

member

{number} PIXI.DisplayObject#alpha

anchor

The anchor sets the origin point of the text. The default value is taken from the Texture and passed to the constructor.

The default is (0,0), this means the text's origin is the top left.

Setting the anchor to (0.5,0.5) means the text's origin is centered.

Setting the anchor to (1,1) would mean the text's origin point will be the bottom right corner.

If you pass only single parameter, it will set both x and y to the same value as shown in the example below.

example

const sprite = new PIXI.Sprite(texture); sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).

member

{PIXI.ObservablePoint}

angle

angle: number

The angle of the object in degrees. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

member

{number}

bitmap

bitmap: Bitmap

The image for the tiling sprite.

property

bitmap

blendMode

blendMode: number

The blend mode to be applied to the sprite. Apply a value of PIXI.BLEND_MODES.NORMAL to reset the blend mode.

member

{number} PIXI.Sprite#blendMode

default

PIXI.BLEND_MODES.NORMAL

see

PIXI.BLEND_MODES

buttonMode

buttonMode: boolean

If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive Setting this changes the 'cursor' property to 'pointer'.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.buttonMode = true;

member

{boolean}

memberof

PIXI.DisplayObject#

cacheAsBitmap

cacheAsBitmap: boolean

Set this to true if you want this display object to be 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 false

IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.

member

{boolean}

memberof

PIXI.DisplayObject#

Readonly children

children: DisplayObject[]

The array of children of this container.

member

{PIXI.DisplayObject[]} PIXI.Container#children

readonly

clampMargin

clampMargin: number

Changes frame clamping in corresponding textureTransform, shortcut Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas

default

0.5

member

{number}

cursor

cursor: string

This defines what cursor mode is used when the mouse cursor is hovered over the displayObject.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.cursor = 'wait';

see

https://developer.mozilla.org/en/docs/Web/CSS/cursor

member

{string}

memberof

PIXI.DisplayObject#

filterArea

filterArea: Rectangle

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

Also works as an interaction mask.

member

{?PIXI.Rectangle} PIXI.DisplayObject#filterArea

filters

filters: 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'.
member

{?PIXI.Filter[]} PIXI.DisplayObject#filters

height

height: number

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

member

{number}

hitArea

hitArea: IHitArea

Interaction shape. Children will be hit first, then this shape will be checked. Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);

member

{PIXI.IHitArea}

memberof

PIXI.DisplayObject#

interactive

interactive: boolean

Enable interaction events for the DisplayObject. Touch, pointer and mouse events will not be emitted unless interactive is set to true.

example

const sprite = new PIXI.Sprite(texture); sprite.interactive = true; sprite.on('tap', (event) => { //handle event });

member

{boolean}

memberof

PIXI.DisplayObject#

interactiveChildren

interactiveChildren: boolean

Determines if the children to the displayObject can be clicked/touched Setting this to false allows PixiJS to bypass a recursive hitTest function

member

{boolean}

memberof

PIXI.Container#

isMask

isMask: boolean

Does any other displayObject use this object as a mask?

member

{boolean} PIXI.DisplayObject#isMask

isSprite

isSprite: boolean

used to fast check if a sprite is.. a sprite!

member

{boolean} PIXI.Sprite#isSprite

Readonly localTransform

localTransform: Matrix

Current transform of the object based on local factors: position, scale, other stuff.

member

{PIXI.Matrix}

readonly

mask

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 PixiJS a regular mask must be a PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it utilities shape clipping. To remove a mask, set this property to null.

For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.

example

const graphics = new PIXI.Graphics(); graphics.beginFill(0xFF3300); graphics.drawRect(50, 250, 100, 100); graphics.endFill();

const sprite = new PIXI.Sprite(texture); sprite.mask = graphics;

todo

At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.

member

{PIXI.Container|PIXI.MaskData}

name

name: string

The instance name of the object.

memberof

PIXI.DisplayObject#

member

{string} name

opacity

opacity: number

The opacity of the tiling sprite (0 to 255).

property

opacity

origin

origin: Point

The origin point of the tiling sprite for scrolling.

property

origin

Readonly parent

parent: Container

The display object container that contains this display object.

member

{PIXI.Container} PIXI.DisplayObject#parent

readonly

pivot

pivot: IPoint

The pivot point of the displayObject that it rotates around. Assignment by value since pixi-v4.

member

{PIXI.IPoint}

pluginName

pluginName: string

Plugin that is responsible for rendering this element. Allows to customize the rendering process without overriding '_render' method.

member

{string} PIXI.TilingSprite#pluginName

default

'tilingSprite'

position

position: IPoint

The coordinate of the object relative to the local coordinates of the parent. Assignment by value since pixi-v4.

member

{PIXI.IPoint}

renderable

renderable: boolean

Can this object be rendered, if false the object will not be drawn but the updateTransform methods will still be called.

Only affects recursive calls from parent. You can ask for bounds manually.

member

{boolean} PIXI.DisplayObject#renderable

rotation

rotation: number

The rotation of the object in radians. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

member

{number}

roundPixels

roundPixels: boolean

If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. Advantages can include sharper image quality (like text) and faster rendering on canvas. The main disadvantage is movement of objects may appear less smooth. To set the global default, change PIXI.settings.ROUND_PIXELS

member

{boolean}

default

false

scale

scale: IPoint

The scale factor of the object. Assignment by value since pixi-v4.

member

{PIXI.IPoint}

shader

shader: Filter | Shader

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

member

{PIXI.Filter|PIXI.Shader} PIXI.Sprite#shader

skew

The skew factor for the object in radians. Assignment by value since pixi-v4.

member

{PIXI.ObservablePoint}

sortDirty

sortDirty: boolean

Should children be sorted by zIndex at the next updateTransform call. Will get automatically set to true if a new child is added, or if a child's zIndex changes.

member

{boolean} PIXI.Container#sortDirty

sortableChildren

sortableChildren: boolean

If set to true, the container will sort its children by zIndex value when updateTransform() is called, or manually if sortChildren() is called.

This actually changes the order of elements in the array, so should be treated as a basic solution that is not performant compared to other solutions, such as @link https://github.com/pixijs/pixi-display

Also be aware of that this may not work nicely with the addChildAt() function, as the zIndex sorting may cause the child to automatically sorted to another position.

see

PIXI.settings.SORTABLE_CHILDREN

member

{boolean} PIXI.Container#sortableChildren

spriteId

spriteId: number

texture

texture: Texture

The texture that the sprite is using

member

{PIXI.Texture}

tilePosition

tilePosition: ObservablePoint

The offset of the image that is being tiled

member

{PIXI.ObservablePoint}

tileScale

tileScale: ObservablePoint

The scaling of the image that is being tiled

member

{PIXI.ObservablePoint}

tileTransform

tileTransform: Transform

Tile transform

member

{PIXI.Transform} PIXI.TilingSprite#tileTransform

tint

tint: number

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

member

{number}

default

0xFFFFFF

transform

transform: Transform

World transform and local transform of this object. This will become read-only later, please do not assign anything there unless you know what are you doing.

member

{PIXI.Transform} PIXI.DisplayObject#transform

uvMatrix

uvMatrix: TextureMatrix

matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space

member

{PIXI.TextureMatrix} PIXI.TilingSprite#uvMatrix

uvRespectAnchor

uvRespectAnchor: boolean

Whether or not anchor affects uvs

member

{boolean} PIXI.TilingSprite#uvRespectAnchor

default

false

visibility

visibility: boolean

The visibility of the tiling sprite.

property

visible

visible

visible: boolean

The visibility of the object. If false the object will not be drawn, and the updateTransform function will not be called.

Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.

member

{boolean} PIXI.DisplayObject#visible

width

width: number

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

member

{number}

Readonly worldAlpha

worldAlpha: number

The multiplied alpha of the displayObject.

member

{number} PIXI.DisplayObject#worldAlpha

readonly

Readonly worldTransform

worldTransform: Matrix

Current transform of the object based on world (parent) factors.

member

{PIXI.Matrix}

readonly

Readonly worldVisible

worldVisible: boolean

Indicates if the object is globally visible.

member

{boolean}

readonly

x

x: number

The x coordinate of the tiling sprite.

property

x

y

y: number

The y coordinate of the tiling sprite.

property

y

zIndex

zIndex: number

The zIndex of the displayObject. If a container has the sortableChildren property set to true, children will be automatically sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, and thus rendered on top of other displayObjects within the same container.

member

{number}

Methods

Protected _calculateBounds

  • _calculateBounds(): void

_recursivePostUpdateTransform

  • _recursivePostUpdateTransform(): void

Protected _render

addChild

  • addChild<TChildren>(...child: TChildren): TChildren[0]

addChildAt

  • addChildAt<T>(child: T, index: number): T

calculateBounds

  • calculateBounds(): void

calculateTrimmedVertices

  • calculateTrimmedVertices(): void

calculateVertices

  • calculateVertices(): void

containsPoint

  • containsPoint(point: Point): boolean

destroy

  • destroy(options?: { baseTexture?: boolean; children?: boolean; texture?: boolean }): void

displayObjectUpdateTransform

  • displayObjectUpdateTransform(): void

generateTilingTexture

  • generateTilingTexture(arg: boolean): void

getBounds

getChildAt

getChildByName

getChildIndex

getGlobalPosition

  • getGlobalPosition(point?: Point, skipUpdate?: boolean): Point

getLocalBounds

move

  • move(x?: number, y?: number, width?: number, height?: number): void
  • Sets the x, y, width, and height all at once.

    method

    move

    Parameters

    • Optional x: number

      The x coordinate of the tiling sprite

    • Optional y: number

      The y coordinate of the tiling sprite

    • Optional width: number

      The width of the tiling sprite

    • Optional height: number

      The height of the tiling sprite

    Returns void

Protected onChildrenChange

  • onChildrenChange(): void

removeChild

  • removeChild<TChildren>(...child: TChildren): TChildren[0]

removeChildAt

removeChildren

  • removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]

render

Protected renderAdvanced

  • renderAdvanced(renderer: Renderer): void

setChildIndex

setFrame

  • setFrame(x: number, y: number, width: number, height: number): void
  • Specifies the region of the image that the tiling sprite will use.

    method

    setFrame

    Parameters

    • x: number

      The x coordinate of the frame

    • y: number

      The y coordinate of the frame

    • width: number

      The width of the frame

    • height: number

      The height of the frame

    Returns void

setParent

setTransform

  • setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): DisplayObject

sortChildren

  • sortChildren(): void

swapChildren

toGlobal

toLocal

update

  • update(): void

Private updateTransform

  • updateTransform(): void

updateTransformTS

  • updateTransformTS(): void

Static from

Static fromFrame

  • fromFrame(): Sprite
  • fromFrame(frameId: string, width: number, height: number): TilingSprite

Static fromImage

  • fromImage(): Sprite
  • fromImage(imageId: string, width: number, height: number, options?: any): TilingSprite

Static mixin

  • mixin(source: any): void

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