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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

replace(source, dest, x, y, width, height, layer) Scans the given area for tiles with an index matching

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

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

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

dump() Dumps the tilemap data out to the console. Source code:

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

animations : Phaser.AnimationManager

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

isInteresting(collides, faces) → {boolean} Is this tile interesting? Parameters

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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