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

getTiles(x, y, width, height, collides, interestingFace) → {array.<

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

cameraOffset : Phaser.Point The x/y coordinate offset

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Tileset#setImage()
  • References/Game Development/Phaser/Tilemaps/Tileset

setImage(image) Set the image associated with this Tileset and update the tile data. Parameters

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

alignIn(container, position, offsetX, offsetY)

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

layer : number | string | Phaser.TilemapLayer

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

getTileBelow(layer, x, y) Gets the tile below the tile coordinates given.Mostly used as an internal function by calculateFaces

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

setCollision(indexes, collides, layer, recalculate)

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