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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

getTileY(y) → {integer} Convert a pixel value to a tile coordinate. Parameters

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

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

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

scrollFactorY : number Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

getTileX(x) → {integer} Convert a pixel value to a tile coordinate. Parameters

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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

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