TilemapLayer#scrollFactorY

scrollFactorY : number Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do) Default Value 1 Source code: tilemap/TilemapLayer.js (Line 160)

TilemapLayer#scrollFactorX

scrollFactorX : number Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do). Default Value 1 Source code: tilemap/TilemapLayer.js (Line 152)

TilemapLayer#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)

TilemapLayer#scaleMax

scaleMax : Phaser.Point The maximum scale this Game Object will scale up to. It allows you to prevent a parent from scaling this Game Object higher than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMax Source code: gameobjects/components/ScaleMinMax.js (Line 46)

TilemapLayer#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

TilemapLayer#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

TilemapLayer#resizeWorld()

resizeWorld() Sets the world size to match the size of this layer. Source code: tilemap/TilemapLayer.js (Line 402)

TilemapLayer#resizeFrame()

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapDatait can be useful to adjust the dimensions directly in this way. Parameters Name Type Description parent object The parent texture object that caused the resize, i.e. a Phaser.Video object. width integer The new width of the texture. height integer The new height of the

TilemapLayer#resize()

resize(width, height) Resizes the internal canvas and texture frame used by this TilemapLayer. This is an expensive call, so don't bind it to a window resize event! But instead call it at carefullyselected times. Be aware that no validation of the new sizes takes place and the current map scroll coordinates are notmodified either. You will have to handle both of these things from your game code if required. Parameters Name Type Description width number The new width of the TilemapLayer hei

TilemapLayer#resetTilesetCache()

resetTilesetCache() The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered. Source code: tilemap/TilemapLayer.js (Line 693)