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

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

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

searchTileIndex(index, skip, reverse, layer) →

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

collideIndexes :array An array of tile indexes that collide. Source code:

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

setTileIndexCallback(indexes, callback, callbackContext, layer) Sets a global collision callback for the

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

addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin

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

[static] CSV : number Source code:

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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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