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

input : Phaser.InputHandler | null The

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

destroy() Destroys this TilemapLayer. Source code:

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

exists : boolean Controls if the core game loop and physics update this game object or not.

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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Tilemap.NORTH
  • References/Game Development/Phaser/Tilemaps/Tilemap

[static] NORTH : number 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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