TilemapLayer#debug
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

debug : boolean Enable an additional "debug rendering" pass to display collision information.

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TilemapLayer#getTiles()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

getTiles(x, y, width, height, collides, interestingFace) → {array.<

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TilemapLayer#getLocalBounds()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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TilemapLayer#alignTo()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

alignTo(parent, position, offsetX, offsetY) → {Object}

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TilemapLayer#bringToTop()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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Tileset#image
  • References/Game Development/Phaser/Tilemaps/Tileset

[readonly] image : Object The cached image that contains the individual tiles. Use setImage

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Tilemap#imagecollections
  • References/Game Development/Phaser/Tilemaps/Tilemap

imagecollections :array An array of Image Collections. Source code:

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TilemapLayer#texture
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

texture : PIXI.Texture The texture that the

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TilemapLayer#lifespan
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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Tilemap#format
  • References/Game Development/Phaser/Tilemaps/Tilemap

format : number The format of the map data, either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.

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