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

[readonly] bottom : number The sum of the y and height properties.

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

containsPoint(x, y) → {boolean} Check if the given x and y world coordinates are within this Tile

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

collideRight : boolean Indicating collide with any object on the right. Source

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

destroy() Clean up memory. Source code:

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

faceBottom : boolean Is the bottom of this tile an interesting edge? Source

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

rotation : number The rotation angle of this tile. Source code:

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

[readonly] canCollide : boolean True if this tile can collide on any of its faces or has a

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

collideUp : boolean Indicating collide with any object on the top. Source

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

resetCollision() Reset collision status flags. Source code:

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

y : number The y map coordinate of this tile. Source code:

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