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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

getImageIndex(name) → {number} Gets the image index based on its name. Parameters

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

setPreventRecalculate(value) Turn off/on the recalculation of faces for tile or collision updates.setPreventRecalculate(true)

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

events : Phaser.Events All Phaser Game Objects

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

removeTileWorldXY(x, y, tileWidth, tileHeight, layer) → {

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

centerX Properties: Name Type Description

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