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

getTileY(y) → {integer} Convert a pixel value to a tile coordinate. Parameters

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

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

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

getLayerIndex(name) → {number} Gets the layer index based on its name. Parameters

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

currentLayer : number The current layer. Source code:

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

scaleMin : Phaser.Point The minimum scale this Game

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

[readonly] children : Array.<Displa

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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