gs.TilingSprite Class
A tiling sprite tiles a bitmap or video over the screen. It also supports different kind of visual effects like tinting, blending, etc.
Constructor
gs.TilingSprite
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[viewport=gs.Graphics.viewport]
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[managed=yes]
Parameters:
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[viewport=gs.Graphics.viewport]
gs.Viewport optional- The viewport.
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[managed=yes]
Boolean optional- Indicates if the sprite should be managed by the graphic-system.
Item Index
Methods
Methods
dispose
()
Disposes the graphic object.
draw
()
Draws the sprite. Shouldn't be called manually.
initialize
()
protected
Initializes the graphic object.
update
()
Updates the sprite's motion-blur and other effects. Needs to be called once per frame.
Properties
anchor
gs.Point
The anchor point. For example: An anchor-point with 0,0 rotates the object around its top-left corner but with an 0.5, 0.5 anchor-point the object rotates around its center. An anchor-point of 1,1 rotates the object around its lower-right corner. It has not effect on the object's positioning. For positioning, take a look at positionAnchor property.
angle
Number
The rotation-angle in degrees. Rotates all objects assigned to this viewport around the viewport's anchor-point.
disposed
Boolean
Indicates if the object is disposed. A disposed object is not rendered.
effects
Object
The effect settings for different kind of visual effect like wobble, etc.
horizontal
Boolean
Indicates if the sprite tiles horizontally.
id
Number
The unique identifier of the graphic object.
index
Number
The current index in the global rendering list. This property is read-only and automatically calculated at runtime depending on z-property.
mirror
Boolean
The color. Can be used for flashing-effects, etc.
onIndexChange
Function
Fired if the graphic object's current index in the global rendering list was changed.
Default: null
opacity
Number
The opacity goes from 0 to 255. For example: A value of 0 means fully transparent, 255 means fully opaque and 128 means semi-transparent.
ox
Number
The x-coordinate of the origin.
oy
Number
The y-coordinate of the origin.
positionAnchor
gs.Point
The position anchor point. For example: An anchor-point with 0,0 places the object with its top-left corner at its position but with an 0.5, 0.5 anchor-point the object will be placed with its center. An anchor-point of 1,1 will place the object with its lower-right corner. It has not effect on the object's rotation/zoom anchor. For that, take a look at anchor property.
rect
gs.Rect
The tiling-area. The sprite will only be tiled over that area. To tile over the whole screen just the rectangle to the screen-size.
rect
gs.Rect
The tiling-area. The sprite will only be tiled over that area. To tile over the whole screen just the rectangle to the screen-size.
transform
Mat2d
The transformation matrix of the graphic object.
vertical
Boolean
Indicates if the sprite tiles vertically.
visible
Boolean
Indicates if the object is rendered.
x
Number
The x-coordinate of the scrolling.
y
Number
The y-coordinate of the scrolling.
z
Number
The z-index controls rendering-order/image-overlapping. An object with a smaller z-index is rendered before an object with a larger index. For example: To make sure a graphic object is always on top of the screen, it should have the largest z-index of all graphic objects.
zoomX
Number
The zoom on x-axis.
zoomY
Number
The zoom on y-axis.