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

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

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

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

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

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

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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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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#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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