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

key : string | Phaser.RenderTexture |

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

addChild(child) → {DisplayObject}

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

transformCallbackContext : Object The context under which transformCallback is called.

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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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