Class: Phaser.TilemapLayer Constructor 
new TilemapLayer(game, tilemap, index, width, height)
  A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap. Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc. By default TilemapLayers have fixedToCamera set to true. Changing this will break Camera follow and scrolling behavior.  Parameters    Name Type Description     game  Phaser.Game  Game reference to the currently running game.   tilemap  Phaser.Tilemap  The tilemap to which this layer belongs.   index  integer  The index of the TileLayer to render within the Tilemap.   width  integer  Width of the renderable area of the layer (in pixels).   height  integer  Height of the renderable area of the layer (in pixels).     Source code: tilemap/TilemapLayer.js (Line 23)   Extends  Phaser.Sprite  Public Properties  
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.   Inherited From  Phaser.Component.LifeSpan#alive  Default Value true Source code: gameobjects/components/LifeSpan.js (Line 50)   
anchor :Point
  The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner   Inherited From  PIXI.Sprite#anchor  Source code: pixi/display/Sprite.js (Line 17)   
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.   Inherited From  Phaser.Component.Angle#angle  Source code: 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.   Inherited From  Phaser.Component.Core#animations  Source code: gameobjects/components/Core.js (Line 193)  See   Phaser.AnimationManager    
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.   Inherited From  Phaser.Component.AutoCull#autoCull  Source code: 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.   Inherited From  PIXI.Sprite#blendMode  Default Value PIXI.blendModes.NORMAL; Source code: pixi/display/Sprite.js (Line 82)   
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 associatedproperties 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 objectand 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   Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null    Inherited From  Phaser.Component.PhysicsBody#body  Source code: gameobjects/components/PhysicsBody.js (Line 91)   
bottom : number
  The sum of the y and height properties.This is the same as y + height - offsetY.   Inherited From  Phaser.Component.Bounds#bottom  Source code: gameobjects/components/Bounds.js (Line 168)   
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.   Inherited From  Phaser.Component.FixedToCamera#cameraOffset  Source code: gameobjects/components/FixedToCamera.js (Line 86)   
<internal> canvas :HTMLCanvasElement
  The canvas to which this TilemapLayer draws.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 59)   
centerX : number
  The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2).   Inherited From  Phaser.Component.Bounds#centerX  Source code: gameobjects/components/Bounds.js (Line 58)   
centerY : number
  The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2).   Inherited From  Phaser.Component.Bounds#centerY  Source code: gameobjects/components/Bounds.js (Line 80)   
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.   Inherited From  Phaser.Component.InWorld#checkWorldBounds  Source code: gameobjects/components/InWorld.js (Line 98)   
[readonly] children : Array.<DisplayObject>
  [read-only] The array of children of this container.  Type   Array.<DisplayObject>    Inherited From  PIXI.DisplayObjectContainer#children  Source code: pixi/display/DisplayObjectContainer.js (Line 17)   
<internal> components : Object
  The components this Game Object has installed.   Inherited From  Phaser.Component.Core#components  Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: gameobjects/components/Core.js (Line 167)   
cropRect : Phaser.Rectangle
  The Rectangle used to crop the texture this Game Object uses.Set this property via crop.If you modify this property directly you must call updateCrop in order to have the change take effect.   Inherited From  Phaser.Component.Crop#cropRect  Source code: gameobjects/components/Crop.js (Line 24)   
damage
  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.   Inherited From  Phaser.Component.Health#damage  Source code: gameobjects/components/Health.js (Line 46)   
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, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly.   Inherited From  Phaser.Component.Core#data  Default Value {} Source code: gameobjects/components/Core.js (Line 160)   
debug : boolean
  Enable an additional "debug rendering" pass to display collision information.   Source code: tilemap/TilemapLayer.js (Line 110)   
debugSettings
  Settings used for debugging and diagnostics.   Properties:     Name Type Argument Description     missingImageFill  string   <nullable>  A tile is rendered as a rectangle using the following fill if a valid tileset/image cannot be found. A value of null prevents additional rendering for tiles without a valid tileset image. This takes effect even when debug rendering for the layer is not enabled.   debuggedTileOverfill  string   <nullable>  If a Tile has Tile#debug true then, after normal tile image rendering, a rectangle with the following fill is drawn above/over it. This takes effect even when debug rendering for the layer is not enabled.   forceFullRedraw  boolean    When debug rendering (debug is true), and this option is enabled, the a full redraw is forced and rendering optimization is suppressed.   debugAlpha  number    When debug rendering (debug is true), the tileset is initially rendered with this alpha level. This can make the tile edges clearer.   facingEdgeStroke  string   <nullable>  When debug rendering (debug is true), this color/stroke is used to draw "face" edges. A value of null disables coloring facing edges.   collidingTileOverfill  string   <nullable>  When debug rendering (debug is true), this fill is used for tiles that are collidable. A value of null disables applying the additional overfill.     Source code: tilemap/TilemapLayer.js (Line 133)   
[readonly] deltaX : number
  Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left.   Inherited From  Phaser.Component.Delta#deltaX  Source code: gameobjects/components/Delta.js (Line 24)   
[readonly] deltaY : number
  Returns the delta y value. The difference between world.y now and in the previous frame. The value will be positive if the Game Object has moved down or negative if up.   Inherited From  Phaser.Component.Delta#deltaY  Source code: gameobjects/components/Delta.js (Line 42)   
[readonly] deltaZ : number
  Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.   Inherited From  Phaser.Component.Delta#deltaZ  Source code: gameobjects/components/Delta.js (Line 58)   
[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.   Inherited From  Phaser.Component.Destroy#destroyPhase  Source code: gameobjects/components/Destroy.js (Line 22)   
<internal> dirty : boolean
  If true tiles will be force rendered, even if such is not believed to be required.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 167)   
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 thisGame Object, or any of its components.   Inherited From  Phaser.Component.Core#events  Source code: gameobjects/components/Core.js (Line 185)  See   Phaser.Events    
exists : boolean
  Controls if the core game loop and physics update this game object or not.   Source code: tilemap/TilemapLayer.js (Line 115)   
fixedToCamera : boolean
  A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. 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 worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesregardless where in the world the camera is. The offsets are stored in the cameraOffset property. 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.   Inherited From  Phaser.Component.FixedToCamera#fixedToCamera  Source code: gameobjects/components/FixedToCamera.js (Line 56)   
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.   Inherited From  Phaser.Component.LoadTexture#frame  Source code: gameobjects/components/LoadTexture.js (Line 254)   
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.   Inherited From  Phaser.Component.LoadTexture#frameName  Source code: gameobjects/components/LoadTexture.js (Line 279)   
[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.   Inherited From  Phaser.Component.Core#fresh  Source code: gameobjects/components/Core.js (Line 248)   
game : Phaser.Game
  A reference to the currently running Game.   Inherited From  Phaser.Component.Core#game  Source code: gameobjects/components/Core.js (Line 142)   
heal
  Heal the Game Object. This adds the given amount of health to the health property.   Inherited From  Phaser.Component.Health#heal  Source code: gameobjects/components/Health.js (Line 90)   
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.   Inherited From  Phaser.Component.Health#health  Default Value 1 Source code: gameobjects/components/Health.js (Line 26)   
height : number
  The height of the sprite, setting this will actually modify the scale to achieve the value set   Inherited From  PIXI.Sprite#height  Source code: pixi/display/Sprite.js (Line 144)   
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.   Inherited From  PIXI.DisplayObjectContainer#ignoreChildInput  Source code: pixi/display/DisplayObjectContainer.js (Line 26)   
[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.   Inherited From  Phaser.Component.AutoCull#inCamera  Source code: gameobjects/components/AutoCull.js (Line 37)   
<internal, readonly> index : number
  The index of this layer within the Tilemap.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 44)   
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   Phaser.InputHandler | null    Inherited From  Phaser.Component.InputEnabled#input  Source code: 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 createdfor 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 setinput.enabled = false, as it won't reset any of the Input Handlers internal properties.You can then toggle this back on as needed.   Inherited From  Phaser.Component.InputEnabled#inputEnabled  Source code: 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.   Inherited From  Phaser.Component.InWorld#inWorld  Source code: gameobjects/components/InWorld.js (Line 129)   
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   string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture    Inherited From  Phaser.Component.Core#key  Source code: gameobjects/components/Core.js (Line 203)   
<internal, readonly> layer : Object
  The layer object within the Tilemap that this layer represents.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 52)   
left : number
  The left coordinate of the Game Object.This is the same as x - offsetX.   Inherited From  Phaser.Component.Bounds#left  Source code: gameobjects/components/Bounds.js (Line 102)   
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 the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity.   Inherited From  Phaser.Component.LifeSpan#lifespan  Source code: gameobjects/components/LifeSpan.js (Line 65)   
<internal, readonly> map : Phaser.Tilemap
  The Tilemap to which this layer is bound.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 36)   
maxHealth : number
  The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum.   Inherited From  Phaser.Component.Health#maxHealth  Default Value 100 Source code: 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.   Inherited From  Phaser.Component.Core#name  Source code: gameobjects/components/Core.js (Line 150)   
[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.   Inherited From  Phaser.Component.Bounds#offsetX  Source code: 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.   Inherited From  Phaser.Component.Bounds#offsetY  Source code: gameobjects/components/Bounds.js (Line 42)   
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.   Inherited From  Phaser.Component.InWorld#outOfBoundsKill  Source code: gameobjects/components/InWorld.js (Line 106)   
outOfCameraBoundsKill : boolean
  If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds.   Inherited From  Phaser.Component.InWorld#outOfCameraBoundsKill  Source code: gameobjects/components/InWorld.js (Line 115)   
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 callbackssuch as with Buttons or other Input events.   Inherited From  Phaser.Component.Core#pendingDestroy  Source code: gameobjects/components/Core.js (Line 259)   
[readonly] physicsType : number
  The const physics body type of this object.   Source code: tilemap/TilemapLayer.js (Line 83)   
[readonly] previousPosition : Phaser.Point
  The position the Game Object was located in the previous frame.   Inherited From  Phaser.Component.Core#previousPosition  Source code: gameobjects/components/Core.js (Line 225)   
[readonly] previousRotation : number
  The rotation the Game Object was in set to in the previous frame. Value is in radians.   Inherited From  Phaser.Component.Core#previousRotation  Source code: gameobjects/components/Core.js (Line 232)   
rayStepRate : integer
  When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.   Default Value 4 Source code: tilemap/TilemapLayer.js (Line 174)   
[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.   Inherited From  Phaser.Component.Core#renderOrderID  Source code: gameobjects/components/Core.js (Line 240)   
renderSettings
  Settings that control standard (non-diagnostic) rendering.   Properties:     Name Type Argument Default Description     enableScrollDelta  boolean   <optional>   true  Delta scroll rendering only draws tiles/edges as they come into view. This can greatly improve scrolling rendering performance, especially when there are many small tiles. It should only be disabled in rare cases.   copyCanvas  DOMCanvasElement   <optional> <nullable>   (auto)  [Internal] If set, force using a separate (shared) copy canvas. Using a canvas bitblt/copy when the source and destinations region overlap produces unexpected behavior in some browsers, notably Safari.     Default Value {"enableScrollDelta":false,"overdrawRatio":0.2,"copyCanvas":null} Source code: tilemap/TilemapLayer.js (Line 98)   
right : number
  The right coordinate of the Game Object.This is the same as x + width - offsetX.   Inherited From  Phaser.Component.Bounds#right  Source code: gameobjects/components/Bounds.js (Line 124)   
scaleMax : Phaser.Point
  The maximum scale this Game Object will scale up to.  It allows you to prevent a parent from scaling this Game Object higher than the given value. Set it to null to remove the limit.   Inherited From  Phaser.Component.ScaleMinMax#scaleMax  Source code: gameobjects/components/ScaleMinMax.js (Line 46)   
scaleMin : Phaser.Point
  The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit.   Inherited From  Phaser.Component.ScaleMinMax#scaleMin  Source code: gameobjects/components/ScaleMinMax.js (Line 36)   
scrollFactorX : number
  Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).   Default Value 1 Source code: tilemap/TilemapLayer.js (Line 152)   
scrollFactorY : number
  Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do)   Default Value 1 Source code: tilemap/TilemapLayer.js (Line 160)   
setHealth
  Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.   Inherited From  Phaser.Component.Health#setHealth  Source code: gameobjects/components/Health.js (Line 70)   
shader : PIXI.AbstractFilter
  The shader that will be used to render this Sprite.Set to null to remove a current shader.   Inherited From  PIXI.Sprite#shader  Default Value null Source code: pixi/display/Sprite.js (Line 93)   
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.   Inherited From  Phaser.Component.Smoothed#smoothed  Source code: gameobjects/components/Smoothed.js (Line 25)   
texture : PIXI.Texture
  The texture that the sprite is using   Inherited From  PIXI.Sprite#texture  Source code: pixi/display/Sprite.js (Line 28)   
tint : number
  The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.   Inherited From  PIXI.Sprite#tint  Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)   
tintedTexture :Canvas
  A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)   Inherited From  PIXI.Sprite#tintedTexture  Default Value null Source code: pixi/display/Sprite.js (Line 73)   
top : number
  The y coordinate of the Game Object.This is the same as y - offsetY.   Inherited From  Phaser.Component.Bounds#top  Source code: gameobjects/components/Bounds.js (Line 146)   
transformCallback : Function
  The callback that will apply any scale limiting to the worldTransform.   Inherited From  Phaser.Component.ScaleMinMax#transformCallback  Source code: gameobjects/components/ScaleMinMax.js (Line 20)   
transformCallbackContext : Object
  The context under which transformCallback is called.   Inherited From  Phaser.Component.ScaleMinMax#transformCallbackContext  Source code: gameobjects/components/ScaleMinMax.js (Line 26)   
<internal, readonly> type : number
  The const type of this object.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Default Value Phaser.TILEMAPLAYER Source code: tilemap/TilemapLayer.js (Line 77)   
width : number
  The width of the sprite, setting this will actually modify the scale to achieve the value set   Inherited From  PIXI.Sprite#width  Source code: pixi/display/Sprite.js (Line 125)   
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.   Inherited From  Phaser.Component.Core#world  Source code: gameobjects/components/Core.js (Line 211)   
x : number
  The position of the Game Object on the x axis relative to the local coordinates of the parent.   Inherited From  Phaser.Component.PhysicsBody#x  Source code: gameobjects/components/PhysicsBody.js (Line 98)   
y : number
  The position of the Game Object on the y axis relative to the local coordinates of the parent.   Inherited From  Phaser.Component.PhysicsBody#y  Source code: gameobjects/components/PhysicsBody.js (Line 124)   
[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.   Inherited From  Phaser.Component.Core#z  Source code: gameobjects/components/Core.js (Line 177)    Public Methods  
addChild(child) → {DisplayObject}
  Adds a child to the container.  Parameters    Name Type Description     child  DisplayObject  The DisplayObject to add to the container    Returns   DisplayObject -   The child that was added.    Inherited From  PIXI.DisplayObjectContainer#addChild  Source code: pixi/display/DisplayObjectContainer.js (Line 42)   
addChildAt(child, index) → {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  DisplayObject  The child to add   index  Number  The index to place the child in    Returns   DisplayObject -   The child that was added.    Inherited From  PIXI.DisplayObjectContainer#addChildAt  Source code: pixi/display/DisplayObjectContainer.js (Line 55)   
alignIn(container, position, offsetX, offsetY) → {Object}
  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 propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand 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 ofthe 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 thecontainer, 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 finalaligned 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 positiveone 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.    Returns   Object -   This Game Object.    Inherited From  Phaser.Component.Bounds#alignIn  Source code: gameobjects/components/Bounds.js (Line 223)   
alignTo(parent, position, offsetX, offsetY) → {Object}
  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 propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand 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 ofthe 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_CENTERand Phaser.BOTTOM_RIGHT. The Game Objects are placed in such a way that their bounds align with theparent, 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 finalaligned 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 positiveone 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.    Returns   Object -   This Game Object.    Inherited From  Phaser.Component.Bounds#alignTo  Source code: gameobjects/components/Bounds.js (Line 321)   
bringToTop() → {PIXI.DisplayObject}
  Brings this Game Object to the top of its parents display list.Visually this means it will render over the top of any old child in the same Group. 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.  Returns   PIXI.DisplayObject -   This instance.    Inherited From  Phaser.Component.BringToTop#bringToTop  Source code: gameobjects/components/BringToTop.js (Line 24)   
contains(child) → {Boolean}
  Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.  Parameters    Name Type Description     child  DisplayObject  -    Returns   Boolean -    Inherited From  PIXI.DisplayObjectContainer#contains  Source code: pixi/display/DisplayObjectContainer.js (Line 449)   
crop(rect, copy)
  Crop allows you to crop the texture being used to display this Game Object.Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly. Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,or by modifying cropRect property directly and then calling updateCrop. The rectangle object given to this method can be either a Phaser.Rectangle or any other objectso long as it has public x, y, width, height, right and bottom properties. A reference to the rectangle is stored in cropRect unless the copy parameter is true,in which case the values are duplicated to a local object.  Parameters    Name Type Argument Default Description     rect  Phaser.Rectangle      The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.   copy  boolean   <optional>   false  If false cropRect will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.     Inherited From  Phaser.Component.Crop#crop  Source code: gameobjects/components/Crop.js (Line 49)   
destroy()
  Destroys this TilemapLayer.   Source code: tilemap/TilemapLayer.js (Line 351)   
<internal> ensureSharedCopyCanvas()
  Create if needed (and return) a shared copy canvas that is shared across all TilemapLayers. Code that uses the canvas is responsible to ensure the dimensions and save/restore state as appropriate.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 253)   
getBounds(matrix) → {Rectangle}
  Returns the bounds of the Sprite as a rectangle.The bounds calculation takes the worldTransform into account. It is important to note that the transform is not updated when you call this method.So if this Sprite is the child of a Display Object which has had its transformupdated since the last render pass, those changes will not yet have been appliedto this Sprites worldTransform. If you need to ensure that all parent transformsare factored into this getBounds operation then you should call updateTransformon the root most object in this Sprites display list first.  Parameters    Name Type Description     matrix  Matrix  the transformation matrix of the sprite    Returns   Rectangle -   the framing rectangle    Inherited From  PIXI.Sprite#getBounds  Source code: pixi/display/Sprite.js (Line 199)   
getChildAt(index) → {DisplayObject}
  Returns the child at the specified index  Parameters    Name Type Description     index  Number  The index to get the child from    Returns   DisplayObject -   The child at the given index, if any.    Inherited From  PIXI.DisplayObjectContainer#getChildAt  Source code: pixi/display/DisplayObjectContainer.js (Line 153)   
getChildIndex(child) → {Number}
  Returns the index position of a child DisplayObject instance  Parameters    Name Type Description     child  DisplayObject  The DisplayObject instance to identify    Returns   Number -   The index position of the child display object to identify    Inherited From  PIXI.DisplayObjectContainer#getChildIndex  Source code: pixi/display/DisplayObjectContainer.js (Line 112)   
getLocalBounds() → {Rectangle}
  Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.  Returns   Rectangle -   The rectangular bounding area    Inherited From  PIXI.Sprite#getLocalBounds  Source code: pixi/display/Sprite.js (Line 315)   
getRayCastTiles(line, stepRate, collides, interestingFace) → {Array.<Phaser.Tile>}
  Gets all tiles that intersect with the given line.  Parameters    Name Type Argument Default Description     line  Phaser.Line      The line used to determine which tiles to return.   stepRate  integer   <optional>   (rayStepRate)  How many steps through the ray will we check? Defaults to rayStepRate.   collides  boolean   <optional>   false  If true, only return tiles that collide on one or more faces.   interestingFace  boolean   <optional>   false  If true, only return tiles that have interesting faces.    Returns   Array.<Phaser.Tile> -   An array of Phaser.Tiles.    Source code: tilemap/TilemapLayer.js (Line 551)   
getTiles(x, y, width, height, collides, interestingFace) → {array.<Phaser.Tile>}
  Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.  Parameters    Name Type Argument Default Description     x  number      X position of the top left corner (in pixels).   y  number      Y position of the top left corner (in pixels).   width  number      Width of the area to get (in pixels).   height  number      Height of the area to get (in pixels).   collides  boolean   <optional>   false  If true, only return tiles that collide on one or more faces.   interestingFace  boolean   <optional>   false  If true, only return tiles that have interesting faces.    Returns   array.<Phaser.Tile> -   An array of Tiles.    Source code: tilemap/TilemapLayer.js (Line 598)   
getTileX(x) → {integer}
  Convert a pixel value to a tile coordinate.  Parameters    Name Type Description     x  number  X position of the point in target tile (in pixels).    Returns   integer -   The X map location of the tile.    Source code: tilemap/TilemapLayer.js (Line 502)   
getTileXY(x, y, point) → {Phaser.Point | object}
  Convert a pixel coordinate to a tile coordinate.  Parameters    Name Type Description     x  number  X position of the point in target tile (in pixels).   y  number  Y position of the point in target tile (in pixels).   point  Phaser.Point | object  The Point/object to update.    Returns   Phaser.Point | object -   A Point/object with its x and y properties set.    Source code: tilemap/TilemapLayer.js (Line 532)   
getTileY(y) → {integer}
  Convert a pixel value to a tile coordinate.  Parameters    Name Type Description     y  number  Y position of the point in target tile (in pixels).    Returns   integer -   The Y map location of the tile.    Source code: tilemap/TilemapLayer.js (Line 517)   
kill() → {PIXI.DisplayObject}
  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.  Returns   PIXI.DisplayObject -   This instance.    Inherited From  Phaser.Component.LifeSpan#kill  Source code: gameobjects/components/LifeSpan.js (Line 113)   
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 themto 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  Phaser.Component.LoadTexture#loadTexture  Source code: gameobjects/components/LoadTexture.js (Line 51)   
moveDown() → {PIXI.DisplayObject}
  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.  Returns   PIXI.DisplayObject -   This instance.    Inherited From  Phaser.Component.BringToTop#moveDown  Source code: gameobjects/components/BringToTop.js (Line 87)   
moveUp() → {PIXI.DisplayObject}
  Moves this Game Object up one place in its parents 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.  Returns   PIXI.DisplayObject -   This instance.    Inherited From  Phaser.Component.BringToTop#moveUp  Source code: gameobjects/components/BringToTop.js (Line 66)   
overlap(displayObject) → {boolean}
  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.    Returns   boolean -   True if the bounds of this Game Object intersects at any point with the bounds of the given display object.    Inherited From  Phaser.Component.Overlap#overlap  Source code: gameobjects/components/Overlap.js (Line 29)   
play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}
  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.    Returns   Phaser.Animation -   A reference to playing Animation.    Inherited From  Phaser.Component.Animation#play  Source code: gameobjects/components/Animation.js (Line 31)   
<internal> postUpdate()
  Automatically called by World.postUpdate. Handles cache updates.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 284)   
preUpdate()
  Automatically called by World.preUpdate.   Source code: tilemap/TilemapLayer.js (Line 273)   
removeChild(child) → {DisplayObject}
  Removes a child from the container.  Parameters    Name Type Description     child  DisplayObject  The DisplayObject to remove    Returns   DisplayObject -   The child that was removed.    Inherited From  PIXI.DisplayObjectContainer#removeChild  Source code: pixi/display/DisplayObjectContainer.js (Line 171)   
removeChildAt(index) → {DisplayObject}
  Removes a child from the specified index position.  Parameters    Name Type Description     index  Number  The index to get the child from    Returns   DisplayObject -   The child that was removed.    Inherited From  PIXI.DisplayObjectContainer#removeChildAt  Source code: pixi/display/DisplayObjectContainer.js (Line 191)   
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  PIXI.DisplayObjectContainer#removeChildren  Source code: pixi/display/DisplayObjectContainer.js (Line 213)   
<internal> render()
  Renders the tiles to the layer canvas and pushes to the display.   Internal:  This member is internal (protected) and may be modified or removed in the future.  Source code: tilemap/TilemapLayer.js (Line 1045)   
reset(x, y, health) → {PIXI.DisplayObject}
  Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body.  Parameters    Name Type Argument Default Description     x  number      The x coordinate (in world space) to position the Game Object at.   y  number      The y coordinate (in world space) to position the Game Object at.   health  number   <optional>   1  The health to give the Game Object if it has the Health component.    Returns   PIXI.DisplayObject -   This instance.    Inherited From  Phaser.Component.Reset#reset  Source code: gameobjects/components/Reset.js (Line 30)   
resetFrame()
  Resets the texture frame dimensions that the Game Object uses for rendering.   Inherited From  Phaser.Component.LoadTexture#resetFrame  Source code: gameobjects/components/LoadTexture.js (Line 232)   
resetTilesetCache()
  The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered.   Source code: tilemap/TilemapLayer.js (Line 693)   
resize(width, height)
  Resizes the internal canvas and texture frame used by this TilemapLayer. This is an expensive call, so don't bind it to a window resize event! But instead call it at carefullyselected times. Be aware that no validation of the new sizes takes place and the current map scroll coordinates are notmodified either. You will have to handle both of these things from your game code if required.  Parameters    Name Type Description     width  number  The new width of the TilemapLayer   height  number  The new height of the TilemapLayer     Source code: tilemap/TilemapLayer.js (Line 364)   
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 BitmapDatait 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  Phaser.Component.LoadTexture#resizeFrame  Source code: gameobjects/components/LoadTexture.js (Line 220)   
resizeWorld()
  Sets the world size to match the size of this layer.   Source code: tilemap/TilemapLayer.js (Line 402)   
revive(health) → {PIXI.DisplayObject}
  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.    Returns   PIXI.DisplayObject -   This instance.    Inherited From  Phaser.Component.LifeSpan#revive  Source code: gameobjects/components/LifeSpan.js (Line 78)   
sendToBack() → {PIXI.DisplayObject}
  Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. 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.  Returns   PIXI.DisplayObject -   This instance.    Inherited From  Phaser.Component.BringToTop#sendToBack  Source code: gameobjects/components/BringToTop.js (Line 45)   
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  PIXI.DisplayObjectContainer#setChildIndex  Source code: pixi/display/DisplayObjectContainer.js (Line 132)   
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  Phaser.Component.LoadTexture#setFrame  Source code: gameobjects/components/LoadTexture.js (Line 155)   
setScale(xScale, yScale)
  This method will set the scale of the tilemap as well as update the underlying block data of this layer.  Parameters    Name Type Argument Default Description     xScale  number   <optional>   1  The scale factor along the X-plane   yScale  number   <optional>    The scale factor along the Y-plane     Source code: tilemap/TilemapLayer.js (Line 712)   
setScaleMinMax(minX, minY, maxX, maxY)
  Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with responsive scaling. If only one parameter is given then that value will be used for both scaleMin and scaleMax:setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1 If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2 If you wish to set scaleMin with different values for x and y then either modify Game Object.scaleMin directly,or pass null for the maxX and maxY parameters. Call setScaleMinMax(null) to clear all previously set values.  Parameters    Name Type Description     minX  number | null  The minimum horizontal scale value this Game Object can scale down to.   minY  number | null  The minimum vertical scale value this Game Object can scale down to.   maxX  number | null  The maximum horizontal scale value this Game Object can scale up to.   maxY  number | null  The maximum vertical scale value this Game Object can scale up to.     Inherited From  Phaser.Component.ScaleMinMax#setScaleMinMax  Source code: gameobjects/components/ScaleMinMax.js (Line 110)   
setTexture(texture, destroy)
  Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previoustexture this Sprite was using.  Parameters    Name Type Argument Default Description     texture  PIXI.Texture      The PIXI texture that is displayed by the sprite   destroy  Boolean   <optional>   false  Call Texture.destroy on the current texture before replacing it with the new one?     Inherited From  PIXI.Sprite#setTexture  Source code: pixi/display/Sprite.js (Line 163)   
swapChildren(child, child2)
  Swaps the position of 2 Display Objects within this container.  Parameters    Name Type Description     child  DisplayObject  -   child2  DisplayObject  -     Inherited From  PIXI.DisplayObjectContainer#swapChildren  Source code: pixi/display/DisplayObjectContainer.js (Line 85)   
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  Phaser.Component.Core#update  Source code: gameobjects/components/Core.js (Line 328)   
updateCrop()
  If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method.   Inherited From  Phaser.Component.Crop#updateCrop  Source code: gameobjects/components/Crop.js (Line 86)   

    
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