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

2025-01-10 15:47:30
Tilemap#tilesets
  • References/Game Development/Phaser/Tilemaps/Tilemap

tilesets :array An array of Tilesets. Source code:

2025-01-10 15:47:30
Tilemap#create()
  • References/Game Development/Phaser/Tilemaps/Tilemap

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

2025-01-10 15:47:30
Tilemap#orientation
  • References/Game Development/Phaser/Tilemaps/Tilemap

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

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
Tilemap#random()
  • References/Game Development/Phaser/Tilemaps/Tilemap

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

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
Tilemap#imagecollections
  • References/Game Development/Phaser/Tilemaps/Tilemap

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

2025-01-10 15:47:30
Tilemap#setCollision()
  • References/Game Development/Phaser/Tilemaps/Tilemap

setCollision(indexes, collides, layer, recalculate)

2025-01-10 15:47:30
Tilemap#putTileWorldXY()
  • References/Game Development/Phaser/Tilemaps/Tilemap

putTileWorldXY(tile, x, y, tileWidth, tileHeight, layer) → {

2025-01-10 15:47:30