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

setCollision(left, right, up, down) Sets the collision flags for each side of this tile and updates the interesting faces list.

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

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

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

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

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

transformCallbackContext : Object The context under which transformCallback is called.

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

destroy() Clean up memory. Source code:

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

getTileXY(x, y, point) → {Phaser.Point | object}

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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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