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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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Tile#destroy()
  • References/Game Development/Phaser/Tilemaps/Tile

destroy() Clean up memory. Source code:

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

renderSettings Settings that control standard (non-diagnostic) rendering. Properties:

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

faceBottom : boolean Is the bottom of this tile an interesting edge? Source

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

key : string | Phaser.RenderTexture |

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

rotation : number The rotation angle of this tile. Source code:

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

scaleMax : Phaser.Point The maximum scale this Game

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Tile#containsPoint()
  • References/Game Development/Phaser/Tilemaps/Tile

containsPoint(x, y) → {boolean} Check if the given x and y world coordinates are within this Tile

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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Tile#resetCollision()
  • References/Game Development/Phaser/Tilemaps/Tile

resetCollision() Reset collision status flags. Source code:

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