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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

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

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

[readonly] top : number The y value. Source

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

getLayerIndex(name) → {number} Gets the layer index based on its name. Parameters

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

faceLeft : boolean Is the left of this tile an interesting edge? Source code:

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

tiles :array The super array of Tiles. Source code:

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