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

body : Phaser.Physics.Arcade.Body |

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

input : Phaser.InputHandler | null The

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

collideRight : boolean Indicating collide with any object on the right. Source

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

destroy() Destroys this TilemapLayer. Source code:

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

collideUp : boolean Indicating collide with any object on the top. Source

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

[readonly] bottom : number The sum of the y and height properties.

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