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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

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

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

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

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

getTiles(x, y, width, height, collides, interestingFace) → {array.<

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

alignIn(container, position, offsetX, offsetY)

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

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

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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