TilemapLayer#renderSettings

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 u

TilemapLayer#renderOrderID

[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)

TilemapLayer#removeChildren()

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)

TilemapLayer#removeChildAt()

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)

TilemapLayer#removeChild()

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)

TilemapLayer#rayStepRate

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)

TilemapLayer#previousRotation

[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)

TilemapLayer#previousPosition

[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)

TilemapLayer#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: tilemap/TilemapLayer.js (Line 273)

TilemapLayer#play()

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