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

scrollFactorX : number Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls

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

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

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

removeAllLayers() Removes all layers from this tile map. Source code:

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

getTileBelow(layer, x, y) Gets the tile below the tile coordinates given.Mostly used as an internal function by calculateFaces

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Tileset#setImage()
  • References/Game Development/Phaser/Tilemaps/Tileset

setImage(image) Set the image associated with this Tileset and update the tile data. Parameters

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

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

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

[readonly] columns : integer The number of tile columns in the tileset.

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