phaser - v3.90.0
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    Type Alias GenerateGridConfig

    type GenerateGridConfig = {
        alphas?: number | number[];
        colors?: number | number[];
        flipY?: boolean;
        frame?: string | number;
        height?: number;
        heightSegments?: number;
        isOrtho?: boolean;
        mesh?: GameObjects.Mesh;
        texture: string | Textures.Texture;
        tile?: boolean;
        width?: number;
        widthSegments?: number;
        x?: number;
        y?: number;
    }
    Index

    Properties

    alphas?: number | number[]

    An array of alpha values, one per vertex, or a single alpha value applied to all vertices.

    colors?: number | number[]

    An array of colors, one per vertex, or a single color value applied to all vertices.

    flipY?: boolean

    If set and using a texture, vertically flipping render result.

    frame?: string | number

    The name or index of the frame within the Texture.

    height?: number

    The height of the grid in 3D units.

    heightSegments?: number

    The number of segments to split the grid vertically in to.

    isOrtho?: boolean

    If set and using a texture with an ortho Mesh, the width and height parameters will be calculated based on the frame size for you.

    If specified, the vertices of the generated grid will be added to this Mesh Game Object.

    texture: string | Textures.Texture

    The texture to be used for this Grid. Must be a Texture instance. Can also be a string but only if the mesh property is set.

    tile?: boolean

    Should the texture tile (repeat) across the grid segments, or display as a single texture?

    width?: number

    The width of the grid in 3D units. If you wish to get a pixel accurate grid based on a texture, you can use an Ortho Mesh or the isOrtho parameter.

    widthSegments?: number

    The number of segments to split the grid horizontally in to.

    x?: number

    Offset the grid x position by this amount.

    y?: number

    Offset the grid y position by this amount.