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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

removeTile(x, y, layer) → {Phaser.Tile}

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

[readonly] rows The number of tile rows in the the tileset. Properties:

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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