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

rayStepRate : integer When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase

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

getTileY(y) → {integer} Convert a pixel value to a tile coordinate. Parameters

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

scaleMin : Phaser.Point The minimum scale this Game

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

[readonly] children : Array.<Displa

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

scrollFactorY : number Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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