TilemapLayer#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Inherited From Phaser.Component.InputEnabled#input Source code: gameobjects/components/InputEnabled.js (Line 24)

TilemapLayer#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

TilemapLayer#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

TilemapLayer#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)

TilemapLayer#health

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object. It can be used in combination with the damage method or modified directly. Inherited From Phaser.Component.Health#health Default Value 1 Source code: gameobjects/components/Health.js (Line 26)

TilemapLayer#heal

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited From Phaser.Component.Health#heal Source code: gameobjects/components/Health.js (Line 90)

TilemapLayer#getTileY()

getTileY(y) → {integer} Convert a pixel value to a tile coordinate. Parameters Name Type Description y number Y position of the point in target tile (in pixels). Returns integer - The Y map location of the tile. Source code: tilemap/TilemapLayer.js (Line 517)

TilemapLayer#getTileXY()

getTileXY(x, y, point) → {Phaser.Point | object} Convert a pixel coordinate to a tile coordinate. Parameters Name Type Description x number X position of the point in target tile (in pixels). y number Y position of the point in target tile (in pixels). point Phaser.Point | object The Point/object to update. Returns Phaser.Point | object - A Point/object with its x and y properties set. Source code: tilemap/TilemapLayer.js (Line 532)

TilemapLayer#getTileX()

getTileX(x) → {integer} Convert a pixel value to a tile coordinate. Parameters Name Type Description x number X position of the point in target tile (in pixels). Returns integer - The X map location of the tile. Source code: tilemap/TilemapLayer.js (Line 502)

TilemapLayer#getTiles()

getTiles(x, y, width, height, collides, interestingFace) → {array.<Phaser.Tile>} Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles. Parameters Name Type Argument Default Description x number X position of the top left corner (in pixels). y number Y position of the top left corner (in pixels). width number Width of the area to get (in pixels). height number Height of the area to