Tileset#tileMargin
  • References/Game Development/Phaser/Tilemaps/Tileset

[readonly] tileMargin The margin around the tiles in the sheet (in pixels).Use setSpacing to change.

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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

[readonly] left : number The x value in pixels. Source

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

swap(tileA, tileB, x, y, width, height, layer) Scans the given area for tiles with an index matching tileA

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

[readonly] physicsType : number The const physics body type of this object.

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

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

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

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

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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

2025-01-10 15:47:30