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

destroy() Clean up memory. Source code:

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

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

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

flipped : boolean Whether this tile is flipped (mirrored) or not. Source

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

scanned : boolean Has this tile been walked / turned into a poly? Source

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

[readonly] top : number The y value. Source

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

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

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

layer : Object The layer in the Tilemap data that this tile belongs to. Source

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

faceLeft : boolean Is the left of this tile an interesting edge? Source code:

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

[readonly] collides : boolean True if this tile can collide on any of its faces.

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