TilemapParser#TilemapParser
  • References/Game Development/Phaser/Tilemaps/TilemapParser

new TilemapParser() Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted

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Tile#collideDown
  • References/Game Development/Phaser/Tilemaps/Tile

collideDown : boolean Indicating collide with any object on the bottom. Source

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

width : number The width of the map (in tiles). Source code:

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

heightInPixels : number The height of the map in pixels based on height * tileHeight.

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Tilemap.WEST
  • References/Game Development/Phaser/Tilemaps/Tilemap

[static] WEST : number Source code:

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

dump() Dumps the tilemap data out to the console. Source code:

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

shader : PIXI.AbstractFilter The

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

[readonly] total : integer The total number of tiles in the tileset.

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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