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

transformCallbackContext : Object The context under which transformCallback is called.

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

[readonly] children : Array.<Displa

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

debugSettings Settings used for debugging and diagnostics. Properties:

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

play(name, frameRate, loop, killOnComplete) → {

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

2025-01-10 15:47:30