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

layer : number | string | Phaser.TilemapLayer

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

setCollision(indexes, collides, layer, recalculate)

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

tileHeight : number The base height of the tiles in the map (in pixels). Source

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