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

alignIn(container, position, offsetX, offsetY)

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

shader : PIXI.AbstractFilter The

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

world : Phaser.Point The world coordinates of this

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