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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

resize(width, height) Resizes the internal canvas and texture frame used by this TilemapLayer. This is an expensive call, so

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

shader : PIXI.AbstractFilter The

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

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

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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