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

key : string | Phaser.RenderTexture |

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

scaleMax : Phaser.Point The maximum scale this Game

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

getRayCastTiles(line, stepRate, collides, interestingFace)

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

input : Phaser.InputHandler | null The

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

addChildAt(child, index) → {DisplayObject}

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

getTileXY(x, y, point) → {Phaser.Point | object}

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