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

game : Phaser.Game A reference to the currently running Game

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

removeChild(child) → {DisplayObject}

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

animations : Phaser.AnimationManager

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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#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#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#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#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

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

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

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