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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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

removeChild(child) → {DisplayObject}

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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