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

debugSettings Settings used for debugging and diagnostics. Properties:

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

key : string The key of this map data in the Phaser.Cache. Source code:

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

faceLeft : boolean Is the left of this tile an interesting edge? Source code:

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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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Tileset#setSpacing()
  • References/Game Development/Phaser/Tilemaps/Tileset

setSpacing(margin, spacing) Sets tile spacing and margins. Parameters

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