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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

[readonly] previousPosition : Phaser.Point

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

cropRect : Phaser.Rectangle The Rectangle used

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

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

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