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

removeAllLayers() Removes all layers from this tile map. Source code:

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

getTileBelow(layer, x, y) Gets the tile below the tile coordinates given.Mostly used as an internal function by calculateFaces

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

random(x, y, width, height, layer) Randomises a set of tiles in a given area. Parameters

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

setLayer(layer) Sets the current layer to the given index. Parameters

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

format : number The format of the map data, either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.

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

orientation : string The orientation of the map data (as specified in Tiled), usually 'orthogonal'.

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

setCollision(indexes, collides, layer, recalculate)

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

layer : number | string | Phaser.TilemapLayer

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