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

setCollisionByExclusion(indexes, collides, layer, recalculate)

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

objects :array An array of Tiled Object Layers. Source code:

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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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

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

getImageIndex(name) → {number} Gets the image index based on its name. Parameters

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Tileset#draw()
  • References/Game Development/Phaser/Tilemaps/Tileset

draw(context, x, y, index) Draws a tile from this Tileset at the given coordinates on the context. Parameters

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

[readonly] total : integer The total number of tiles in the tileset.

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