ReadonlyisThe 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 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.
Does this Game Object have a tint applied?
Returns
trueif any of the four corner tint values differ from 0xffffff, or if thetintModeproperty is set to anything other thanMULTIPLY. Returnsfalsewhen all four tint values are 0xffffff and the tint mode isMULTIPLY, which is the default untinted state.