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

version : number The version of the map data (as specified in Tiled, usually 1). Source

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

firstgid : integer The Tiled firstgid value.This is the starting index of the first tile index this Tileset contains.

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

events : Phaser.Events All Phaser Game Objects

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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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