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

shader : PIXI.AbstractFilter The

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

world : Phaser.Point The world coordinates of this

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

removeChild(child) → {DisplayObject}

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

collideLeft : boolean Indicating collide with any object on the left. Source

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

setCollisionBetween(start, stop, collides, layer, recalculate)

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

putTileWorldXY(tile, x, y, tileWidth, tileHeight, layer) → {

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

width : number The width of the map (in tiles). Source code:

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

images :array An array of Tiled Image Layers. Source code:

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