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

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

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

setLayer(layer) Sets the current layer to the given index. Parameters

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

[readonly] image : Object The cached image that contains the individual tiles. Use setImage

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

tilesets :array An array of Tilesets. Source code:

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

imagecollections :array An array of Image Collections. Source code:

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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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