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

layer : number | string | Phaser.TilemapLayer

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

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

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

enableDebug : boolean If set then console.log is used to dump out useful layer creation debug data.

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

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

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

shuffle(x, y, width, height, layer) Shuffles a set of tiles in a given area. It will only randomise the

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