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

dump() Dumps the tilemap data out to the console. Source code:

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

[static] WEST : number Source code:

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

objects :array An array of Tiled Object Layers. Source code:

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

version : number The version of the map data (as specified in Tiled, usually 1). 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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Tilemap#setCollisionBetween()
  • References/Game Development/Phaser/Tilemaps/Tilemap

setCollisionBetween(start, stop, collides, layer, recalculate)

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

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

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

width : number The width of the map (in tiles). Source code:

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

images :array An array of Tiled Image Layers. Source code:

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

setCollisionByExclusion(indexes, collides, layer, recalculate)

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