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

collisionCallback : Function Tile collision callback. Source code:

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

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

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

game : Phaser.Game A reference to the currently running Game

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Tile#intersects()
  • References/Game Development/Phaser/Tilemaps/Tile

intersects(x, y, right, bottom) Check for intersection with this tile. Parameters

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

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

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

fill(index, x, y, width, height, layer) Fills the given area with the specified tile. Parameters

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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#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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