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

hasTile(x, y, layer) → {boolean} Checks if there is a tile at the given location. Parameters

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

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

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

addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin

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

getTilesetIndex(name) → {number} Gets the tileset index based on its name. Parameters

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

[static] CSV : number Source code:

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

createFromObjects(name, gid, key, frame, exists, autoCull, group

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

properties : Object Map specific properties as specified in Tiled. Source

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