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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

2025-01-10 15:47:30
Tilemap#getTileRight()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileRight(layer, x, y) Gets the tile to the right of the tile coordinates given.Mostly used as an internal function by calculateFaces

2025-01-10 15:47:30
Tilemap#enableDebug
  • References/Game Development/Phaser/Tilemaps/Tilemap

enableDebug : boolean If set then console.log is used to dump out useful layer creation debug data.

2025-01-10 15:47:30
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

2025-01-10 15:47:30
TilemapLayer#debug
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

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

2025-01-10 15:47:30
TilemapLayer#bringToTop()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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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Tilemap#orientation
  • References/Game Development/Phaser/Tilemaps/Tilemap

orientation : string The orientation of the map data (as specified in Tiled), usually 'orthogonal'.

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

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

2025-01-10 15:47:30