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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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

setPreventRecalculate(value) Turn off/on the recalculation of faces for tile or collision updates.setPreventRecalculate(true)

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

animations : Phaser.AnimationManager

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

removeChild(child) → {DisplayObject}

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

shuffle(x, y, width, height, layer) Shuffles a set of tiles in a given area. It will only randomise the

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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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