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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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

hasTile(x, y, layer) → {boolean} Checks if there is a tile at the given location. Parameters

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

[readonly] top : number The y value. Source

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

layer : Object The layer in the Tilemap data that this tile belongs to. 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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Tilemap#tiles
  • References/Game Development/Phaser/Tilemaps/Tilemap

tiles :array The super array of Tiles. Source code:

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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