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:

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

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

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

events : Phaser.Events All Phaser Game Objects

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

body : Phaser.Physics.Arcade.Body |

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