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

transformCallbackContext : Object The context under which transformCallback is called.

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

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

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

input : Phaser.InputHandler | null The

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

destroy() Destroys this TilemapLayer. Source code:

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

exists : boolean Controls if the core game loop and physics update this game object or not.

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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