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

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

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

removeTileWorldXY(x, y, tileWidth, tileHeight, layer) → {

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

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

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

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

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

setTileLocationCallback(x, y, width, height, callback, callbackContext, layer) Sets a global collision

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

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

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

layers :array An array of Tilemap layer data. Source code:

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