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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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

[readonly] physicsType : number The const physics body type of this object.

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

play(name, frameRate, loop, killOnComplete) → {

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

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

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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