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

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

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

createLayer(layer, width, height, group) → {

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

getTileWorldXY(x, y, tileWidth, tileHeight, layer, nonNull)

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

currentLayer : number The current layer. Source code:

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

tiles :array The super array of Tiles. Source code:

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

widthInPixels : number The width of the map in pixels based on width * tileWidth. Source

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

getLayerIndex(name) → {number} Gets the layer index based on its name. Parameters

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

copy(x, y, width, height, layer) → {array} Copies all of the tiles

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

getTile(x, y, layer, nonNull) → {

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