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

getRayCastTiles(line, stepRate, collides, interestingFace)

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

[readonly] canCollide : boolean True if this tile can collide on any of its faces or has a

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

input : Phaser.InputHandler | null The

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

faceTop : boolean Is the top of this tile an interesting edge? 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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Tilemap#height
  • References/Game Development/Phaser/Tilemaps/Tilemap

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

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

alpha : number The alpha value at which this tile is drawn to the canvas. Source

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

createBlankLayer(name, width, height, tileWidth, tileHeight, group) → {

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

setTileLocationCallback(x, y, width, height, callback, callbackContext, layer) Sets a global collision

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