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

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

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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#create()
  • References/Game Development/Phaser/Tilemaps/Tilemap

create(name, width, height, tileWidth, tileHeight, group) → {

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

setScale(xScale, yScale) This method will set the scale of the tilemap as

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

resizeWorld() Sets the world size to match the size of this layer. Source code:

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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