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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

setTileSize(tileWidth, tileHeight) Sets the base tile size for the map. Parameters

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

getTileX(x) → {integer} Convert a pixel value to a tile coordinate. Parameters

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

[readonly] tileSpacing : integer The spacing between each tile in the sheet (in pixels).

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

setTileIndexCallback(indexes, callback, callbackContext, layer) Sets a global collision callback for the

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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