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

alignIn(container, position, offsetX, offsetY)

2025-01-10 15:47:30
Tilemap#create()
  • References/Game Development/Phaser/Tilemaps/Tilemap

create(name, width, height, tileWidth, tileHeight, group) → {

2025-01-10 15:47:30
Tileset#setImage()
  • References/Game Development/Phaser/Tilemaps/Tileset

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

2025-01-10 15:47:30
TilemapLayer#inCamera
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

2025-01-10 15:47:30
TilemapParser.parseJSON()
  • References/Game Development/Phaser/Tilemaps/TilemapParser

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

2025-01-10 15:47:30
TilemapLayer#lifespan
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30
Tilemap#getTileLeft()
  • References/Game Development/Phaser/Tilemaps/Tilemap

getTileLeft(layer, x, y) Gets the tile to the left of the tile coordinates given.Mostly used as an internal function by calculateFaces

2025-01-10 15:47:30
TilemapLayer#data
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

2025-01-10 15:47:30
Tilemap#layer
  • References/Game Development/Phaser/Tilemaps/Tilemap

layer : number | string | Phaser.TilemapLayer

2025-01-10 15:47:30
TilemapLayer#cameraOffset
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

cameraOffset : Phaser.Point The x/y coordinate offset

2025-01-10 15:47:30