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

scaleMin : Phaser.Point The minimum scale this Game

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

[readonly] right : number The sum of the x and width properties.

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

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

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

preUpdate() Automatically called by World.preUpdate. 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#top
  • References/Game Development/Phaser/Tilemaps/Tile

[readonly] top : number The y value. Source

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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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