ReadonlyisDoes this Game Object have a tint applied?
Returns true if any of the four corner tint values differ from 0xffffff,
or if the tintMode property is set to anything other than MULTIPLY,
or if any of the four secondary corner tint values differ from 0x000000.
Returns false in the default untinted state.
The tint value being applied to the whole of the Game Object.
Returns the value of tintTopLeft when read. When written, the same
color value is applied to all four corner tint properties (tintTopLeft,
tintTopRight, tintBottomLeft, and tintBottomRight) simultaneously.
The secondary tint value being applied to the bottom-left vertex of the Game Object. Used in two-color tint modes. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The secondary tint value being applied to the bottom-right vertex of the Game Object. Used in two-color tint modes. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The secondary tint value being applied to the top-left vertex of the Game Object. Used in two-color tint modes. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The secondary tint value being applied to the top-right vertex of the Game Object. Used in two-color tint modes. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the bottom-left vertex of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the bottom-right vertex of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint mode to use when applying the tint to the texture.
Available modes are:
Note that in Phaser 3, tint mode and color were set at the same time. In Phaser 4 they are separate settings.
The tint value being applied to the top-left vertex of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
The tint value being applied to the top-right vertex of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
Clears all tint values associated with this Game Object.
Immediately sets the color values back to 0xffffff and the tint mode to MULTIPLY,
which results in no visible change to the texture.undefined
This Game Object instance.
Sets the tint color on this Game Object.
The tint works by taking the pixel color values from the Game Objects texture, and then combining it with the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.
To modify the tint color once set, either call this method again with new values or use the
tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight,
tintBottomLeft and tintBottomRight to set the corner color values independently.
To remove a tint call clearTint.
The tint color is combined according to the tint mode.
By default, this is MULTIPLY.
Note that, in Phaser 3, this would also swap the tint mode if it was set
to fill. In Phaser 4, the tint mode is separate: use setTintMode.
OptionaltopLeft: number
The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.
OptionaltopRight: number
The tint being applied to the top-right of the Game Object.
OptionalbottomLeft: number
The tint being applied to the bottom-left of the Game Object.
OptionalbottomRight: number
The tint being applied to the bottom-right of the Game Object.
This Game Object instance.
Sets the secondary tint color on this Game Object. This is used in two-color tint modes. See Phaser.GameObjects.Components.Tint#setTint for more information.
OptionaltopLeft: number
The secondary tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object. Default 0xffffff.
OptionaltopRight: number
The secondary tint being applied to the top-right of the Game Object.
OptionalbottomLeft: number
The secondary tint being applied to the bottom-left of the Game Object.
OptionalbottomRight: number
The secondary tint being applied to the bottom-right of the Game Object.
This Game Object instance.
Deprecated method which does nothing.
In Phaser 3, this would set the tint color, and set the tint mode to fill.
In Phaser 4, use gameObject.setTint(color).setTintMode(Phaser.TintModes.FILL) instead.
Sets the tint mode to use when applying the tint to the texture.
Note that, in Phaser 3, tint mode and color were set at the same time. In Phaser 4 they are separate settings.
The tint mode to use.
This Game Object instance.
Provides methods used for setting the tint of a Game Object. Should be applied as a mixin and not used directly.