TilemapLayer#autoCull
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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TilemapLayer#preUpdate()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

preUpdate() Automatically called by World.preUpdate. Source code:

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TilemapLayer#deltaZ
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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TilemapLayer#bottom
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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TilemapLayer#moveDown()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

2025-01-10 15:47:30
TilemapLayer#sendToBack()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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TilemapLayer#rayStepRate
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

rayStepRate : integer When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase

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TilemapLayer#width
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set

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TilemapLayer#smoothed
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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TilemapLayer#frame
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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