Tilemap.EAST
  • References/Game Development/Phaser/Tilemaps/Tilemap

[static] EAST : number Source code:

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

tilesets :array An array of Tilesets. Source code:

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

texture : PIXI.Texture The texture that the

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

scrollFactorX : number Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls

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