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

setCollision(left, right, up, down) Sets the collision flags for each side of this tile and updates the interesting faces 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#putTileWorldXY()
  • References/Game Development/Phaser/Tilemaps/Tilemap

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

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

width : number The width of the tile in pixels. Source code:

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

centerX Properties: Name Type Description

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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