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

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

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

putTile(tile, x, y, layer) → {Phaser

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

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set

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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#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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TilemapParser.INSERT_NULL
  • References/Game Development/Phaser/Tilemaps/TilemapParser

[static] INSERT_NULL : boolean When scanning the Tiled map data the TilemapParser can either

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

destroy() Removes all layer data from this tile map and nulls the game reference.Note: You are responsible for destroying any

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

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

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