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

alignIn(container, position, offsetX, offsetY)

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

world : Phaser.Point The world coordinates of this

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