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

getRayCastTiles(line, stepRate, collides, interestingFace)

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

destroy() Destroys this TilemapLayer. Source code:

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

scaleMax : Phaser.Point The maximum scale this Game

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