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

new TilemapLayer(game, tilemap, index, width, height) A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a

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TilemapParser.getEmptyData()
  • References/Game Development/Phaser/Tilemaps/TilemapParser

<static> getEmptyData() → {object} Returns an empty map

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

addChild(child) → {DisplayObject}

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

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

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

collision :array An array of collision data (polylines, etc). Source code:

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

resetTilesetCache() The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added

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

resetCollision() Reset collision status flags. Source code:

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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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