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.NORTH
  • References/Game Development/Phaser/Tilemaps/Tilemap

[static] NORTH : number Source code:

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

renderSettings Settings that control standard (non-diagnostic) rendering. Properties:

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

exists : boolean Controls if the core game loop and physics update this game object or not.

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

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

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

tileWidth : number The base width of the tiles in the map (in pixels). Source

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

body : Phaser.Physics.Arcade.Body |

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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