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

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

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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

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

events : Phaser.Events All Phaser Game Objects

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

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

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