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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

debugSettings Settings used for debugging and diagnostics. Properties:

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

play(name, frameRate, loop, killOnComplete) → {

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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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TilemapParser.parse()
  • References/Game Development/Phaser/Tilemaps/TilemapParser

<static> parse(game, key, tileWidth, tileHeight, width

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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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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