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

getChildAt(index) → {DisplayObject}

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

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

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

debugSettings Settings used for debugging and diagnostics. Properties:

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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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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