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

scaleMax : Phaser.Point The maximum scale this Game

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

new TilemapLayer(game, tilemap, index, width, height) A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a

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

addChild(child) → {DisplayObject}

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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#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#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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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#getRayCastTiles()
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

getRayCastTiles(line, stepRate, collides, interestingFace)

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

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30