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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

preUpdate() Automatically called by World.preUpdate. Source code:

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

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

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

getChildAt(index) → {DisplayObject}

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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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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