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

events : Phaser.Events All Phaser Game Objects

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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#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#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

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

renderSettings Settings that control standard (non-diagnostic) rendering. Properties:

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