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

key : string The key of this map data in the Phaser.Cache. Source code:

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

swap(tileA, tileB, x, y, width, height, layer) Scans the given area for tiles with an index matching tileA

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

getTile(x, y, layer, nonNull) → {

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

removeTile(x, y, layer) → {Phaser.Tile}

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

setTileSize(tileWidth, tileHeight) Sets the base tile size for the map. Parameters

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

paste(x, y, tileblock, layer) Pastes a previously copied block of tile data into the given x/y coordinates

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

[static] SOUTH : number Source code:

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

putTile(tile, x, y, layer) → {Phaser

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

createFromTiles(tiles, replacements, key, layer, group, properties)

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

debugMap :array Map data used for debug values only. Source code:

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