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

scrollFactorY : number Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

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

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

[readonly] children : Array.<Displa

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

getTileWorldXY(x, y, tileWidth, tileHeight, layer, nonNull)

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

createLayer(layer, width, height, group) → {

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

copy(x, y, width, height, layer) → {array} Copies all of the tiles

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

[readonly] right : number The sum of the x and width properties.

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