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

resizeWorld() Sets the world size to match the size of this layer. Source code:

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

setCollision(indexes, collides, layer, recalculate)

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

collisionCallback : Function Tile collision callback. Source code:

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TilemapParser.parseJSON()
  • References/Game Development/Phaser/Tilemaps/TilemapParser

<static> parseJSON(json) → {object} Parses a Tiled JSON

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

debug : boolean Enable an additional "debug rendering" pass to display collision information.

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

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

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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