Tilemap#createBlankLayer()
  • References/Game Development/Phaser/Tilemaps/Tilemap

createBlankLayer(name, width, height, tileWidth, tileHeight, group) → {

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

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

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

body : Phaser.Physics.Arcade.Body |

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

faceBottom : boolean Is the bottom of this tile an interesting edge? Source

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

key : string | Phaser.RenderTexture |

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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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