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

[readonly] children : Array.<Displa

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

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

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

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

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

currentLayer : number The current layer. Source code:

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

debugSettings Settings used for debugging and diagnostics. Properties:

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

scanned : boolean Has this tile been walked / turned into a poly? Source

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

getChildAt(index) → {DisplayObject}

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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