TilemapParser.parseJSON()

<static> parseJSON(json) → {object} Parses a Tiled JSON file into valid map data. Parameters Name Type Description json object The JSON map data. Returns object - Generated and parsed map data. Source code: tilemap/TilemapParser.js (Line 180)

TilemapParser.parseCSV()

<static> parseCSV(key, data, tileWidth, tileHeight) → {object} Parses a CSV file into valid map data. Parameters Name Type Argument Default Description key string The name you want to give the map data. data string The CSV file data. tileWidth number <optional> 32 The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data. tileHeight number <optional> 32 The pixel height of a single map tile. If

TilemapParser.parse()

<static> parse(game, key, tileWidth, tileHeight, width, height) → {object} Parse tilemap data from the cache and creates data for a Tilemap object. Parameters Name Type Argument Default Description game Phaser.Game Game reference to the currently running game. key string The key of the tilemap in the Cache. tileWidth number <optional> 32 The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data. tileHeigh

TilemapParser.INSERT_NULL

[static] INSERT_NULL : boolean When scanning the Tiled map data the TilemapParser can either insert a null value (true) ora Phaser.Tile instance with an index of -1 (false, the default). Depending on your game typedepends how this should be configured. If you've a large sparsely populated map and the tiledata doesn't need to change then setting this value to true will help with memory consumption.However if your map is small, or you need to update the tiles (perhaps the map dynamically chang

TilemapParser.getEmptyData()

<static> getEmptyData() → {object} Returns an empty map data object. Returns object - Generated map data. Source code: tilemap/TilemapParser.js (Line 135)

TilemapParser#TilemapParser

new TilemapParser() Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap. Source code: tilemap/TilemapParser.js (Line 13)

TilemapLayer#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

TilemapLayer#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

TilemapLayer#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

TilemapLayer#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)