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

createFromTiles(tiles, replacements, key, layer, group, properties)

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

centerY Properties: Name Type Description

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

new Tileset(name, firstgid, width, height, margin, spacing

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

searchTileIndex(index, skip, reverse, layer) →

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

index : number The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank/null tile

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

collideIndexes :array An array of tile indexes that collide. Source code:

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

cropRect : Phaser.Rectangle The Rectangle used

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

removeChildAt(index) → {DisplayObject}

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