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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

collisionCallbackContext : Object The context in which the collision callback will be called.

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

paste(x, y, tileblock, layer) Pastes a previously copied block of tile data into the given x/y coordinates

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

name : string The name of the Tileset. Source code:

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

[static] SOUTH : number Source code:

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