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

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

2025-01-10 15:47:30
TilemapLayer#getRayCastTiles()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

getRayCastTiles(line, stepRate, collides, interestingFace)

2025-01-10 15:47:30
Tile#properties
  • References/Game Development/Phaser/Tilemaps/Tile

properties : Object Tile specific properties. Source code:

2025-01-10 15:47:30
Tilemap#setTileLocationCallback()
  • References/Game Development/Phaser/Tilemaps/Tilemap

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

2025-01-10 15:47:30
TilemapLayer#getTileXY()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

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

2025-01-10 15:47:30
Tile#worldY
  • References/Game Development/Phaser/Tilemaps/Tile

worldY Properties: Name Type Description

2025-01-10 15:47:30
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

2025-01-10 15:47:30
TilemapLayer#left
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

2025-01-10 15:47:30
TilemapLayer#key
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

key : string | Phaser.RenderTexture |

2025-01-10 15:47:30
TilemapLayer#addChild()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

addChild(child) → {DisplayObject}

2025-01-10 15:47:30