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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

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

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

addChildAt(child, index) → {DisplayObject}

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

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

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Tilemap#layers
  • References/Game Development/Phaser/Tilemaps/Tilemap

layers :array An array of Tilemap layer data. 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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Tileset#containsTileIndex()
  • References/Game Development/Phaser/Tilemaps/Tileset

containsTileIndex() → {boolean} Returns true if and only if this tileset contains the given tile

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Tileset#tileWidth
  • References/Game Development/Phaser/Tilemaps/Tileset

[readonly] tileWidth : integer The width of each tile (in pixels).

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