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

world : Phaser.Point The world coordinates of 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#shader
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

shader : PIXI.AbstractFilter The

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

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

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