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

addChild(child) → {DisplayObject}

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

resetTilesetCache() The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

destroy() Destroys this TilemapLayer. Source code:

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

body : Phaser.Physics.Arcade.Body |

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