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

create(name, width, height, tileWidth, tileHeight, group) → {

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

imagecollections :array An array of Image Collections. Source code:

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Tilemap.EAST
  • References/Game Development/Phaser/Tilemaps/Tilemap

[static] EAST : number Source code:

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

tilesets :array An array of Tilesets. Source code:

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

getTileLeft(layer, x, y) Gets the tile to the left of the tile coordinates given.Mostly used as an internal function by calculateFaces

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

forEach(callback, context, x, y, width, height, layer) For each tile in the given area defined by x/y

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

getTileRight(layer, x, y) Gets the tile to the right of the tile coordinates given.Mostly used as an internal function by calculateFaces

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

game : Phaser.Game A reference to the currently running Game

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

fill(index, x, y, width, height, layer) Fills the given area with the specified tile. Parameters

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

setCollision(indexes, collides, layer, recalculate)

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