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

destroy() Destroys this TilemapLayer. Source code:

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

flipped : boolean Whether this tile is flipped (mirrored) or not. Source

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

body : Phaser.Physics.Arcade.Body |

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

worldY Properties: Name Type Description

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Tileset#containsTileIndex()
  • References/Game Development/Phaser/Tilemaps/Tileset

containsTileIndex() → {boolean} Returns true if and only if this tileset contains the given tile

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

layers :array An array of Tilemap layer data. Source code:

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

collideRight : boolean Indicating collide with any object on the right. Source

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

transformCallbackContext : Object The context under which transformCallback is called.

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