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

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

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

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

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

new Tilemap(game, key, tileWidth, tileHeight, width,

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

addChildAt(child, index) → {DisplayObject}

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

properties : Object Tile specific properties. Source code:

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

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

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

[readonly] bottom : number The sum of the y and height properties.

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