TilemapLayer#debugSettings

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,

TilemapLayer#deltaX

[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)

TilemapLayer#deltaY

[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)

TilemapLayer#deltaZ

[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)

TilemapLayer#destroy()

destroy() Destroys this TilemapLayer. Source code: tilemap/TilemapLayer.js (Line 351)

TilemapLayer#destroyPhase

[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)

TilemapLayer#events

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

TilemapLayer#exists

exists : boolean Controls if the core game loop and physics update this game object or not. Source code: tilemap/TilemapLayer.js (Line 115)

TilemapLayer#fixedToCamera

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 timesrega

TilemapLayer#frame

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 loadTextur