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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

setScale(xScale, yScale) This method will set the scale of the tilemap as

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

[static] EAST : number Source code:

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

random(x, y, width, height, layer) Randomises a set of tiles in a given area. Parameters

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

forEach(callback, context, x, y, width, height, layer) For each tile in the given area defined by x/y

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

[readonly] columns : integer The number of tile columns in the tileset.

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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

[readonly] tileHeight : integer The height of each tile (in pixels).

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