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

height : number The height of the map (in tiles). Source code:

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

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

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

containsPoint(x, y) → {boolean} Check if the given x and y world coordinates are within this Tile

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

y : number The y map coordinate of this tile. Source code:

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

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

2025-01-10 15:47:30