new TilemapLayer(game, tilemap, index, width, height) A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a
<static> getEmptyData() → {object} Returns an empty map
addChild(child) → {DisplayObject}
collideUp : boolean Indicating collide with any object on the top. Source
left : number The left coordinate of the Game Object.This is the same as x - offsetX.
swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters
collision :array An array of collision data (polylines, etc). Source code:
resetTilesetCache() The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added
resetCollision() Reset collision status flags. Source code:
alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components
Page 13 of 25