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

heightInPixels : number The height of the map in pixels based on height * tileHeight.

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

setPreventRecalculate(value) Turn off/on the recalculation of faces for tile or collision updates.setPreventRecalculate(true)

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

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

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

[static] WEST : number Source code:

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

setCollisionByExclusion(indexes, collides, layer, recalculate)

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

replace(source, dest, x, y, width, height, layer) Scans the given area for tiles with an index matching

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

getImageIndex(name) → {number} Gets the image index based on its name. Parameters

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

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

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