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

copy(tile) Copies the tile data and properties from the given tile to this tile. Parameters

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

setCollisionByExclusion(indexes, collides, layer, recalculate)

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

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

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