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

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

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

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

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

[readonly] physicsType : number The const physics body type of this object.

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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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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