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

preUpdate() Automatically called by World.preUpdate. Source code:

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

getTile(x, y, layer, nonNull) → {

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

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

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

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

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

widthInPixels : number The width of the map in pixels based on width * tileWidth. Source

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

scanned : boolean Has this tile been walked / turned into a poly? Source

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

x : number The x map coordinate of this tile. Source code:

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