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

tileWidth : number The base width of the tiles in the map (in pixels). Source

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

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

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

new Tilemap(game, key, tileWidth, tileHeight, width,

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

collision :array An array of collision data (polylines, etc). Source code:

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

[static] NORTH : number Source code:

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

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

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