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

[static] SOUTH : number Source code:

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

addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin

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

[static] TILED_JSON : number Source code:

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

getTileAbove(layer, x, y) Gets the tile above the tile coordinates given.Mostly used as an internal function by calculateFaces

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

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

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

collideIndexes :array An array of tile indexes that collide. 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#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#destroy()
  • References/Game Development/Phaser/Tilemaps/Tilemap

destroy() Removes all layer data from this tile map and nulls the game reference.Note: You are responsible for destroying any

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