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

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

collideDown : boolean Indicating collide with any object on the bottom. Source

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

resize(width, height) Resizes the internal canvas and texture frame used by this TilemapLayer. This is an expensive call, so

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

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

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

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

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

centerX Properties: Name Type Description

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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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