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

scaleMin : Phaser.Point The minimum scale this Game

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

rayStepRate : integer When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase

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

[readonly] collides : boolean True if this tile can collide on any of its faces.

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

getTile(x, y, layer, nonNull) → {

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

new Tile(layer, index, x, y, width, height) A Tile is a representation of a single tile within the Tilemap. 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#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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Tile#setCollisionCallback()
  • References/Game Development/Phaser/Tilemaps/Tile

setCollisionCallback(callback, context) Set a callback to be called when this tile is hit by an object.The callback must true

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

preUpdate() Automatically called by World.preUpdate. Source code:

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