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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

setScale(xScale, yScale) This method will set the scale of the tilemap as

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

resizeWorld() Sets the world size to match the size of this layer. Source code:

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

debug : boolean Enable an additional "debug rendering" pass to display collision information.

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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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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