TilemapLayer

Phaser.Tilemaps.TilemapLayer

A Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination with one, or more, Tilesets.

Do not add TilemapLayers to Containers, they are stand-alone display objects.

Constructor

new TilemapLayer(scene, tilemap, layerIndex, tileset, [x], [y])

Parameters

name

type

optional

default

description

scene

Phaser.Scene

No

The Scene to which this Game Object belongs.

tilemap

Phaser.Tilemaps.Tilemap

No

The Tilemap this layer is a part of.

layerIndex

number

No

The index of the LayerData associated with this layer.

tileset

string | Array.<string>

Phaser.Tilemaps.Tileset

Array.<Phaser.Tilemaps.Tileset>

No

x

number

Yes

0

The world x position where the top left of this layer will be placed.

y

number

Yes

0

The world y position where the top left of this layer will be placed.


Scope: static

Extends

Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.Alpha
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.ComputedSize
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Flip
Phaser.GameObjects.Components.GetBounds
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Origin
Phaser.GameObjects.Components.Pipeline
Phaser.GameObjects.Components.PostPipeline
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible
Phaser.Physics.Arcade.Components.Collision

Source: src/tilemaps/TilemapLayer.js#L15
Since: 3.50.0

Public Members

active

active: boolean

Description:

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

Inherits: Phaser.GameObjects.GameObject#active

Source: src/gameobjects/GameObject.js#L113
Since: 3.0.0


alpha

alpha: number

Description:

The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.

Inherits: Phaser.GameObjects.Components.Alpha#alpha

Source: src/gameobjects/components/Alpha.js#L129
Since: 3.0.0


alphaBottomLeft

alphaBottomLeft: number

Description:

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomLeft

Source: src/gameobjects/components/Alpha.js#L227
Since: 3.0.0


alphaBottomRight

alphaBottomRight: number

Description:

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomRight

Source: src/gameobjects/components/Alpha.js#L257
Since: 3.0.0


alphaTopLeft

alphaTopLeft: number

Description:

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopLeft

Source: src/gameobjects/components/Alpha.js#L167
Since: 3.0.0


alphaTopRight

alphaTopRight: number

Description:

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopRight

Source: src/gameobjects/components/Alpha.js#L197
Since: 3.0.0


angle

angle: number

Description:

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

Inherits: Phaser.GameObjects.Components.Transform#angle

Source: src/gameobjects/components/Transform.js#L211
Since: 3.0.0


blendMode

blendMode: Phaser.BlendModes, string, number

Description:

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • NORMAL
  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.

Inherits: Phaser.GameObjects.Components.BlendMode#blendMode

Source: src/gameobjects/components/BlendMode.js#L30
Since: 3.0.0


body

body: Phaser.Physics.Arcade.Body, Phaser.Physics.Arcade.StaticBody, MatterJS.BodyType

Description:

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

Inherits: Phaser.GameObjects.GameObject#body

Source: src/gameobjects/GameObject.js#L186
Since: 3.0.0


cameraFilter

cameraFilter: number

Description:

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

Inherits: Phaser.GameObjects.GameObject#cameraFilter

Source: src/gameobjects/GameObject.js#L160
Since: 3.0.0


collisionCategory

collisionCategory: number

Description:

The Tilemap Layer Collision Category.

This is exclusively used by the Arcade Physics system.

This can be set to any valid collision bitfield value.

See the setCollisionCategory method for more details.

Source: src/tilemaps/TilemapLayer.js#L264
Since: 3.70.0


collisionMask

collisionMask: number

Description:

The Tilemap Layer Collision Mask.

This is exclusively used by the Arcade Physics system.

See the setCollidesWith method for more details.

Source: src/tilemaps/TilemapLayer.js#L279
Since: 3.70.0


cullCallback

cullCallback: function

Description:

The callback that is invoked when the tiles are culled.

It will call a different function based on the map orientation:

Orthogonal (the default) is TilemapComponents.CullTiles Isometric is TilemapComponents.IsometricCullTiles Hexagonal is TilemapComponents.HexagonalCullTiles Staggered is TilemapComponents.StaggeredCullTiles

However, you can override this to call any function you like.

It will be sent 4 arguments:

  1. The Phaser.Tilemaps.LayerData object for this Layer
  2. The Camera that is culling the layer. You can check its dirty property to see if it has changed since the last cull.
  3. A reference to the culledTiles array, which should be used to store the tiles you want rendered.
  4. The Render Order constant.

See the TilemapComponents.CullTiles source code for details on implementing your own culling system.

Source: src/tilemaps/TilemapLayer.js#L195
Since: 3.50.0


culledTiles

culledTiles: Array.<Phaser.Tilemaps.Tile>

Description:

Used internally during rendering. This holds the tiles that are visible within the Camera.

Source: src/tilemaps/TilemapLayer.js#L148
Since: 3.50.0


cullPaddingX

cullPaddingX: number

Description:

The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.

See the method setCullPadding for more details.

Source: src/tilemaps/TilemapLayer.js#L171
Since: 3.50.0


cullPaddingY

cullPaddingY: number

Description:

The amount of extra tiles to add into the cull rectangle when calculating its vertical size.

See the method setCullPadding for more details.

Source: src/tilemaps/TilemapLayer.js#L183
Since: 3.50.0


data

data: Phaser.Data.DataManager

Description:

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

Inherits: Phaser.GameObjects.GameObject#data

Source: src/gameobjects/GameObject.js#L136
Since: 3.0.0


defaultPipeline

defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline

Description:

The initial WebGL pipeline of this Game Object.

If you call resetPipeline on this Game Object, the pipeline is reset to this default.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#defaultPipeline

Source: src/gameobjects/components/Pipeline.js#L19
Since: 3.0.0


depth

depth: number

Description:

The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Inherits: Phaser.GameObjects.Components.Depth#depth

Source: src/gameobjects/components/Depth.js#L30
Since: 3.0.0


displayHeight

displayHeight: number

Description:

The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Inherits: Phaser.GameObjects.Components.ComputedSize#displayHeight

Source: src/gameobjects/components/ComputedSize.js#L68
Since: 3.0.0


displayList

displayList: Phaser.GameObjects.DisplayList, Phaser.GameObjects.Layer

Description:

Holds a reference to the Display List that contains this Game Object.

This is set automatically when this Game Object is added to a Scene or Layer.

You should treat this property as being read-only.

Inherits: Phaser.GameObjects.GameObject#displayList

Source: src/gameobjects/GameObject.js#L53
Since: 3.50.0


displayOriginX

displayOriginX: number

Description:

The horizontal display origin of this Tilemap Layer.

Overrides: Phaser.GameObjects.Components.Origin#displayOriginX

Source: src/tilemaps/TilemapLayer.js#L312
Since: 3.0.0


displayOriginY

displayOriginY: number

Description:

The vertical display origin of this Tilemap Layer.

Overrides: Phaser.GameObjects.Components.Origin#displayOriginY

Source: src/tilemaps/TilemapLayer.js#L322
Since: 3.0.0


displayWidth

displayWidth: number

Description:

The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Inherits: Phaser.GameObjects.Components.ComputedSize#displayWidth

Source: src/gameobjects/components/ComputedSize.js#L43
Since: 3.0.0


flipX

flipX: boolean

Description:

The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Inherits: Phaser.GameObjects.Components.Flip#flipX

Source: src/gameobjects/components/Flip.js#L17
Since: 3.0.0


flipY

flipY: boolean

Description:

The vertically flipped state of the Game Object.

A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Inherits: Phaser.GameObjects.Components.Flip#flipY

Source: src/gameobjects/components/Flip.js#L31
Since: 3.0.0


gidMap

gidMap: Array.<Phaser.Tilemaps.Tileset>

Description:

An array holding the mapping between the tile indexes and the tileset they belong to.

Source: src/tilemaps/TilemapLayer.js#L245
Since: 3.50.0


hasPostPipeline

hasPostPipeline: boolean

Description:

Does this Game Object have any Post Pipelines set?

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L21
Since: 3.60.0


hasTransformComponent

hasTransformComponent: boolean

Description:

A property indicating that a Game Object has this component.

Inherits: Phaser.GameObjects.Components.Transform#hasTransformComponent

Source: src/gameobjects/components/Transform.js#L26
Since: 3.60.0


height

height: number

Description:

The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayHeight property.

Inherits: Phaser.GameObjects.Components.ComputedSize#height

Source: src/gameobjects/components/ComputedSize.js#L30
Since: 3.0.0


ignoreDestroy

ignoreDestroy: boolean

Description:

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

Inherits: Phaser.GameObjects.GameObject#ignoreDestroy

Source: src/gameobjects/GameObject.js#L196
Since: 3.5.0


input

input: Phaser.Types.Input.InteractiveObject

Description:

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

Inherits: Phaser.GameObjects.GameObject#input

Source: src/gameobjects/GameObject.js#L175
Since: 3.0.0


isTilemap

isTilemap: boolean

Description:

Used internally by physics system to perform fast type checks.

Source: src/tilemaps/TilemapLayer.js#L78
Since: 3.50.0


layer

layer: Phaser.Tilemaps.LayerData

Description:

The LayerData associated with this layer. LayerData can only be associated with one tilemap layer.

Source: src/tilemaps/TilemapLayer.js#L106
Since: 3.50.0


layerIndex

layerIndex: number

Description:

The index of the LayerData associated with this layer.

Source: src/tilemaps/TilemapLayer.js#L97
Since: 3.50.0


mask

mask: Phaser.Display.Masks.BitmapMask, Phaser.Display.Masks.GeometryMask

Description:

The Mask this Game Object is using during render.

Inherits: Phaser.GameObjects.Components.Mask#mask

Source: src/gameobjects/components/Mask.js#L19
Since: 3.0.0


name

name: string

Description:

The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

Inherits: Phaser.GameObjects.GameObject#name

Source: src/gameobjects/GameObject.js#L102
Since: 3.0.0


originX

originX: number

Description:

The horizontal origin of this Tilemap Layer.

Overrides: Phaser.GameObjects.Components.Origin#originX

Source: src/tilemaps/TilemapLayer.js#L292
Since: 3.0.0


originY

originY: number

Description:

The vertical origin of this Tilemap Layer.

Overrides: Phaser.GameObjects.Components.Origin#originY

Source: src/tilemaps/TilemapLayer.js#L302
Since: 3.0.0


parentContainer

parentContainer: Phaser.GameObjects.Container

Description:

The parent Container of this Game Object, if it has one.

Inherits: Phaser.GameObjects.GameObject#parentContainer

Source: src/gameobjects/GameObject.js#L93
Since: 3.4.0


pipeline

pipeline: Phaser.Renderer.WebGL.WebGLPipeline

Description:

The current WebGL pipeline of this Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipeline

Source: src/gameobjects/components/Pipeline.js#L32
Since: 3.0.0


pipelineData

pipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Pipeline#pipelineData

Source: src/gameobjects/components/Pipeline.js#L43
Since: 3.50.0


postFX

postFX: Phaser.GameObjects.Components.FX

Description:

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.postFX.addBloom();

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

This property is always null until the initPostPipeline method is called.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postFX

Source: src/gameobjects/components/PostPipeline.js#L88
Since: 3.60.0


postPipelineData

postPipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData

Source: src/gameobjects/components/PostPipeline.js#L46
Since: 3.60.0


postPipelines

postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

Description:

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines

Source: src/gameobjects/components/PostPipeline.js#L31
Since: 3.60.0


preFX

preFX: Phaser.GameObjects.Components.FX

Description:

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image
  • Sprite
  • TileSprite
  • Text
  • RenderTexture
  • Video

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#preFX

Source: src/gameobjects/components/PostPipeline.js#L56
Since: 3.60.0


renderFlags

renderFlags: number

Description:

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

Inherits: Phaser.GameObjects.GameObject#renderFlags

Source: src/gameobjects/GameObject.js#L148
Since: 3.0.0


rotation

rotation: number

Description:

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

Inherits: Phaser.GameObjects.Components.Transform#rotation

Source: src/gameobjects/components/Transform.js#L238
Since: 3.0.0


scale

scale: number

Description:

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

Inherits: Phaser.GameObjects.Components.Transform#scale

Source: src/gameobjects/components/Transform.js#L113
Since: 3.18.0


scaleX

scaleX: number

Description:

The horizontal scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleX

Source: src/gameobjects/components/Transform.js#L149
Since: 3.0.0


scaleY

scaleY: number

Description:

The vertical scale of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#scaleY

Source: src/gameobjects/components/Transform.js#L180
Since: 3.0.0


scene

scene: Phaser.Scene

Description:

A reference to the Scene to which this Game Object belongs.

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.

Inherits: Phaser.GameObjects.GameObject#scene

Source: src/gameobjects/GameObject.js#L39
Since: 3.0.0


scrollFactorX

scrollFactorX: number

Description:

The horizontal scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX

Source: src/gameobjects/components/ScrollFactor.js#L16
Since: 3.0.0


scrollFactorY

scrollFactorY: number

Description:

The vertical scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Inherits: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY

Source: src/gameobjects/components/ScrollFactor.js#L40
Since: 3.0.0


skipCull

skipCull: boolean

Description:

You can control if the camera should cull tiles on this layer before rendering them or not.

By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.

However, there are some instances when you may wish to disable this, and toggling this flag allows you to do so. Also see setSkipCull for a chainable method that does the same thing.

Source: src/tilemaps/TilemapLayer.js#L157
Since: 3.50.0


state

state: number, string

Description:

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

Inherits: Phaser.GameObjects.GameObject#state

Source: src/gameobjects/GameObject.js#L77
Since: 3.16.0


tabIndex

tabIndex: number

Description:

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

Inherits: Phaser.GameObjects.GameObject#tabIndex

Source: src/gameobjects/GameObject.js#L125
Since: 3.0.0


tilemap

tilemap: Phaser.Tilemaps.Tilemap

Description:

The Tilemap that this layer is a part of.

Source: src/tilemaps/TilemapLayer.js#L88
Since: 3.50.0


tilesDrawn

tilesDrawn: number

Description:

The total number of tiles drawn by the renderer in the last frame.

Source: src/tilemaps/TilemapLayer.js#L128
Since: 3.50.0


tileset

tileset: Array.<Phaser.Tilemaps.Tileset>

Description:

An array of Tileset objects associated with this layer.

Source: src/tilemaps/TilemapLayer.js#L119
Since: 3.50.0


tilesTotal

tilesTotal: number

Description:

The total number of tiles in this layer. Updated every frame.

Source: src/tilemaps/TilemapLayer.js#L138
Since: 3.50.0


type

type: string

Description:

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

Inherits: Phaser.GameObjects.GameObject#type

Source: src/gameobjects/GameObject.js#L67
Since: 3.0.0


visible

visible: boolean

Description:

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Inherits: Phaser.GameObjects.Components.Visible#visible

Source: src/gameobjects/components/Visible.js#L31
Since: 3.0.0


w

w: number

Description:

The w position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#w

Source: src/gameobjects/components/Transform.js#L103
Since: 3.0.0


width

width: number

Description:

The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

Inherits: Phaser.GameObjects.Components.ComputedSize#width

Source: src/gameobjects/components/ComputedSize.js#L17
Since: 3.0.0


x

x: number

Description:

The x position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#x

Source: src/gameobjects/components/Transform.js#L70
Since: 3.0.0


y

y: number

Description:

The y position of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#y

Source: src/gameobjects/components/Transform.js#L80
Since: 3.0.0


z

z: number

Description:

The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.

Inherits: Phaser.GameObjects.Components.Transform#z

Source: src/gameobjects/components/Transform.js#L90
Since: 3.0.0


Private Members

_alpha

_alpha: number

Description:

Private internal value. Holds the global alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alpha

Source: src/gameobjects/components/Alpha.js#L22
Since: 3.0.0


_alphaBL

_alphaBL: number

Description:

Private internal value. Holds the bottom-left alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBL

Source: src/gameobjects/components/Alpha.js#L55
Since: 3.0.0


_alphaBR

_alphaBR: number

Description:

Private internal value. Holds the bottom-right alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBR

Source: src/gameobjects/components/Alpha.js#L66
Since: 3.0.0


_alphaTL

_alphaTL: number

Description:

Private internal value. Holds the top-left alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTL

Source: src/gameobjects/components/Alpha.js#L33
Since: 3.0.0


_alphaTR

_alphaTR: number

Description:

Private internal value. Holds the top-right alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTR

Source: src/gameobjects/components/Alpha.js#L44
Since: 3.0.0


_blendMode

_blendMode: number

Description:

Private internal value. Holds the current blend mode.

Access: private

Inherits: Phaser.GameObjects.Components.BlendMode#_blendMode

Source: src/gameobjects/components/BlendMode.js#L19
Since: 3.0.0


_depth

_depth: number

Description:

Private internal value. Holds the depth of the Game Object.

Access: private

Inherits: Phaser.GameObjects.Components.Depth#_depth

Source: src/gameobjects/components/Depth.js#L19
Since: 3.0.0


_originComponent

_originComponent: boolean

Description:

A property indicating that a Game Object has this component.

Access: private

Inherits: Phaser.GameObjects.Components.Origin#_originComponent

Source: src/gameobjects/components/Origin.js#L19
Since: 3.2.0


_renderOrder

_renderOrder: number

Description:

The rendering (draw) order of the tiles in this layer.

The default is 0 which is 'right-down', meaning it will draw the tiles starting from the top-left, drawing to the right and then moving down to the next row.

The draw orders are:

0 = right-down 1 = left-down 2 = right-up 3 = left-up

This can be changed via the setRenderOrder method.

Access: private

Source: src/tilemaps/TilemapLayer.js#L222
Since: 3.50.0


_rotation

_rotation: number

Description:

Private internal value. Holds the rotation value in radians.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_rotation

Source: src/gameobjects/components/Transform.js#L59
Since: 3.0.0


_scaleX

_scaleX: number

Description:

Private internal value. Holds the horizontal scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleX

Source: src/gameobjects/components/Transform.js#L37
Since: 3.0.0


_scaleY

_scaleY: number

Description:

Private internal value. Holds the vertical scale value.

Access: private

Inherits: Phaser.GameObjects.Components.Transform#_scaleY

Source: src/gameobjects/components/Transform.js#L48
Since: 3.0.0


_visible

_visible: boolean

Description:

Private internal value. Holds the visible value.

Access: private

Inherits: Phaser.GameObjects.Components.Visible#_visible

Source: src/gameobjects/components/Visible.js#L20
Since: 3.0.0


tempVec

tempVec: Phaser.Math.Vector2

Description:

A temporary Vector2 used in the tile coordinate methods.

Access: private

Source: src/tilemaps/TilemapLayer.js#L254
Since: 3.60.0


Public Methods

addCollidesWith

<instance> addCollidesWith(category)

Description:

Adds the given Collision Category to the list of those that this Arcade Physics Body will collide with.

Parameters:

name

type

optional

description

category

number

No

The collision category to add.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#addCollidesWith

Source: src/physics/arcade/components/Collision.js#L60
Since: 3.70.0


addedToScene

<instance> addedToScene()

Description:

This callback is invoked when this Game Object is added to a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

You can also listen for the ADDED_TO_SCENE event from this Game Object.

Inherits: Phaser.GameObjects.GameObject#addedToScene

Source: src/gameobjects/GameObject.js#L562
Since: 3.50.0


addListener

<instance> addListener(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Tilemaps.TilemapLayer - this.

Inherits: Phaser.Events.EventEmitter#addListener

Source: src/events/EventEmitter.js#L111
Since: 3.0.0


addToDisplayList

<instance> addToDisplayList([displayList])

Description:

Adds this Game Object to the given Display List.

If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.

A Game Object can only exist on one Display List at any given time, but may move freely between them.

If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

Parameters:

name

type

optional

description

displayList

Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer

Yes

The Display List to add to. Defaults to the Scene Display List.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Fires: Phaser.Scenes.Events#event:ADDED_TO_SCENE, Phaser.GameObjects.Events#event:ADDED_TO_SCENE

Inherits: Phaser.GameObjects.GameObject#addToDisplayList

Source: src/gameobjects/GameObject.js#L684
Since: 3.53.0


addToUpdateList

<instance> addToUpdateList()

Description:

Adds this Game Object to the Update List belonging to the Scene.

When a Game Object is added to the Update List it will have its preUpdate method called every game frame. This method is passed two parameters: delta and time.

If you wish to run your own logic within preUpdate then you should always call super.preUpdate(delta, time) within it, or it may fail to process required operations, such as Sprite animations.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.GameObjects.GameObject#addToUpdateList

Source: src/gameobjects/GameObject.js#L735
Since: 3.53.0


calculateFacesAt

<instance> calculateFacesAt(tileX, tileY)

Description:

Calculates interesting faces at the given tile coordinates of the specified layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally to optimize recalculating faces when only one tile has been changed.

Parameters:

name

type

optional

description

tileX

number

No

The x coordinate.

tileY

number

No

The y coordinate.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L430
Since: 3.50.0


calculateFacesWithin

<instance> calculateFacesWithin([tileX], [tileY], [width], [height])

Description:

Calculates interesting faces within the rectangular area specified (in tile coordinates) of the layer. Interesting faces are used internally for optimizing collisions against tiles. This method is mostly used internally.

Parameters:

name

type

optional

description

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L450
Since: 3.50.0


clearAlpha

<instance> clearAlpha()

Description:

Clears all alpha values associated with this Game Object.

Immediately sets the alpha levels back to 1 (fully opaque).

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Alpha#clearAlpha

Source: src/gameobjects/components/Alpha.js#L77
Since: 3.0.0


clearFX

<instance> clearFX()

Description:

Removes all Pre and Post FX Controllers from this Game Object.

If you wish to remove a single controller, use the preFX.remove(fx) or postFX.remove(fx) methods instead.

If you wish to clear a single controller, use the preFX.clear() or postFX.clear() methods instead.

Tags:

  • webglOnly

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX

Source: src/gameobjects/components/PostPipeline.js#L337
Since: 3.60.0


clearMask

<instance> clearMask([destroyMask])

Description:

Clears the mask that this Game Object was using.

Parameters:

name

type

optional

default

description

destroyMask

boolean

Yes

false

Destroy the mask before clearing it?

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Mask#clearMask

Source: src/gameobjects/components/Mask.js#L56
Since: 3.6.2


copy

<instance> copy(srcTileX, srcTileY, width, height, destTileX, destTileY, [recalculateFaces])

Description:

Copies the tiles in the source rectangular area to a new destination (all specified in tile coordinates) within the layer. This copies all tile properties & recalculates collision information in the destination region.

Parameters:

name

type

optional

default

description

srcTileX

number

No

The x coordinate of the area to copy from, in tiles, not pixels.

srcTileY

number

No

The y coordinate of the area to copy from, in tiles, not pixels.

width

number

No

The width of the area to copy, in tiles, not pixels.

height

number

No

The height of the area to copy, in tiles, not pixels.

destTileX

number

No

The x coordinate of the area to copy to, in tiles, not pixels.

destTileY

number

No

The y coordinate of the area to copy to, in tiles, not pixels.

recalculateFaces

boolean

Yes

true

true if the faces data should be recalculated.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L513
Since: 3.50.0


copyPosition

<instance> copyPosition(source)

Description:

Copies an object's coordinates to this Game Object's position.

Parameters:

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#copyPosition

Source: src/gameobjects/components/Transform.js#L293
Since: 3.50.0


createBitmapMask

<instance> createBitmapMask([maskObject], [x], [y], [texture], [frame])

Description:

Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.

Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable texture-based Game Object.

Tags:

  • generic
  • generic
  • genericUse

Parameters:

name

type

optional

description

maskObject

Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture

Yes

The Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments.

x

number

Yes

If creating a Game Object, the horizontal position in the world.

y

number

Yes

If creating a Game Object, the vertical position in the world.

texture

string | Phaser.Textures.Texture

Yes

If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.

frame

string | number

Phaser.Textures.Frame

Yes

Returns: Phaser.Display.Masks.BitmapMask - This Bitmap Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createBitmapMask

Source: src/gameobjects/components/Mask.js#L80
Since: 3.6.2


createFromTiles

<instance> createFromTiles(indexes, replacements, [spriteConfig], [scene], [camera])

Description:

Creates a Sprite for every object matching the given tile indexes in the layer. You can optionally specify if each tile will be replaced with a new tile after the Sprite has been created. This is useful if you want to lay down special tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.

Parameters:

name

type

optional

description

indexes

number | array

No

The tile index, or array of indexes, to create Sprites from.

replacements

number | array

No

The tile index, or array of indexes, to change a converted tile to. Set to null to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.

spriteConfig

Phaser.Types.GameObjects.Sprite.SpriteConfig

Yes

The config object to pass into the Sprite creator (i.e. scene.make.sprite).

scene

Phaser.Scene

Yes

The Scene to create the Sprites within.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when determining the world XY

Returns: Array.<Phaser.GameObjects.Sprite> - An array of the Sprites that were created.

Source: src/tilemaps/TilemapLayer.js#L472
Since: 3.50.0


createGeometryMask

<instance> createGeometryMask([graphics])

Description:

Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.

Tags:

  • generic
  • generic
  • genericUse

Parameters:

name

type

optional

description

graphics

Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape

Yes

A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask.

Returns: Phaser.Display.Masks.GeometryMask - This Geometry Mask that was created.

Inherits: Phaser.GameObjects.Components.Mask#createGeometryMask

Source: src/gameobjects/components/Mask.js#L120
Since: 3.6.2


cull

<instance> cull([camera])

Description:

Returns the tiles in the given layer that are within the cameras viewport. This is used internally during rendering.

Parameters:

name

type

optional

description

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to run the cull check against.

Returns: Array.<Phaser.Tilemaps.Tile> - An array of Tile objects to render.

Source: src/tilemaps/TilemapLayer.js#L497
Since: 3.50.0


destroy

<instance> destroy([removeFromTilemap])

Description:

Destroys this TilemapLayer and removes its link to the associated LayerData.

Parameters:

name

type

optional

default

description

removeFromTilemap

boolean

Yes

true

Remove this layer from the parent Tilemap?

Overrides: Phaser.GameObjects.GameObject#destroy

Source: src/tilemaps/TilemapLayer.js#L1491
Since: 3.50.0


disableInteractive

<instance> disableInteractive([resetCursor])

Description:

If this Game Object has previously been enabled for input, this will disable it.

An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

If want to completely remove interaction from this Game Object then use removeInteractive instead.

Parameters:

name

type

optional

default

description

resetCursor

boolean

Yes

false

Should the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#disableInteractive

Source: src/gameobjects/GameObject.js#L494
Since: 3.7.0


emit

<instance> emit(event, [args])

Description:

Calls each of the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

args

*

Yes

Additional arguments that will be passed to the event handler.

Returns: boolean - true if the event had listeners, else false.

Inherits: Phaser.Events.EventEmitter#emit

Source: src/events/EventEmitter.js#L86
Since: 3.0.0


eventNames

<instance> eventNames()

Description:

Return an array listing the events for which the emitter has registered listeners.

Returns: Array.<(string | symbol)> - undefined

Inherits: Phaser.Events.EventEmitter#eventNames

Source: src/events/EventEmitter.js#L55
Since: 3.0.0


fill

<instance> fill(index, [tileX], [tileY], [width], [height], [recalculateFaces])

Description:

Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the specified index. Tiles will be set to collide if the given index is a colliding index. Collision information in the region will be recalculated.

Parameters:

name

type

optional

default

description

index

number

No

The tile index to fill the area with.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

recalculateFaces

boolean

Yes

true

true if the faces data should be recalculated.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L538
Since: 3.50.0


filterTiles

<instance> filterTiles(callback, [context], [tileX], [tileY], [width], [height], [filteringOptions])

Description:

For each tile in the given rectangular area (in tile coordinates) of the layer, run the given filter callback function. Any tiles that pass the filter test (i.e. where the callback returns true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.

Parameters:

name

type

optional

description

callback

function

No

The callback. Each tile in the given area will be passed to this callback as the first and only parameter. The callback should return true for tiles that pass the filter.

context

object

Yes

The context under which the callback should be run.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area to filter.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area to filter.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

Returns: Array.<Phaser.Tilemaps.Tile> - An array of Tile objects.

Source: src/tilemaps/TilemapLayer.js#L562
Since: 3.50.0


findByIndex

<instance> findByIndex(index, [skip], [reverse])

Description:

Searches the entire map layer for the first tile matching the given index, then returns that Tile object. If no match is found, it returns null. The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column. If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left.

Parameters:

name

type

optional

default

description

index

number

No

The tile index value to search for.

skip

number

Yes

0

The number of times to skip a matching tile before returning.

reverse

boolean

Yes

false

If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.

Returns: Phaser.Tilemaps.Tile - The first matching Tile object.

Source: src/tilemaps/TilemapLayer.js#L587
Since: 3.50.0


findTile

<instance> findTile(callback, [context], [tileX], [tileY], [width], [height], [filteringOptions])

Description:

Find the first tile in the given rectangular area (in tile coordinates) of the layer that satisfies the provided testing function. I.e. finds the first tile for which callback returns true. Similar to Array.prototype.find in vanilla JS.

Parameters:

name

type

optional

description

callback

FindTileCallback

No

The callback. Each tile in the given area will be passed to this callback as the first and only parameter.

context

object

Yes

The context under which the callback should be run.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area to search.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area to search.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

Returns: Phaser.Tilemaps.Tile - The first Tile found at the given location.

Source: src/tilemaps/TilemapLayer.js#L608
Since: 3.50.0


forEachTile

<instance> forEachTile(callback, [context], [tileX], [tileY], [width], [height], [filteringOptions])

Description:

For each tile in the given rectangular area (in tile coordinates) of the layer, run the given callback. Similar to Array.prototype.forEach in vanilla JS.

Parameters:

name

type

optional

description

callback

EachTileCallback

No

The callback. Each tile in the given area will be passed to this callback as the first and only parameter.

context

object

Yes

The context, or scope, under which the callback should be run.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area to search.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area to search.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L631
Since: 3.50.0


getBottomCenter

<instance> getBottomCenter([output], [includeParent])

Description:

Gets the bottom-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBottomCenter

Source: src/gameobjects/components/GetBounds.js#L236
Since: 3.18.0


getBottomLeft

<instance> getBottomLeft([output], [includeParent])

Description:

Gets the bottom-left corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBottomLeft

Source: src/gameobjects/components/GetBounds.js#L210
Since: 3.0.0


getBottomRight

<instance> getBottomRight([output], [includeParent])

Description:

Gets the bottom-right corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBottomRight

Source: src/gameobjects/components/GetBounds.js#L262
Since: 3.0.0


getBounds

<instance> getBounds([output])

Description:

Gets the bounds of this Game Object, regardless of origin.

The values are stored and returned in a Rectangle, or Rectangle-like, object.

Tags:

  • generic

Parameters:

name

type

optional

description

output

Phaser.Geom.Rectangle | object

Yes

An object to store the values in. If not provided a new Rectangle will be created.

Returns: Phaser.Geom.Rectangle, object - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getBounds

Source: src/gameobjects/components/GetBounds.js#L288
Since: 3.0.0


getCenter

<instance> getCenter([output], [includeParent])

Description:

Gets the center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getCenter

Source: src/gameobjects/components/GetBounds.js#L54
Since: 3.0.0


getData

<instance> getData(key)

Description:

Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

You can also access values via the values object. For example, if you had a key called gold you can do either:

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

You can also pass in an array of keys, in which case an array of values will be returned:

sprite.getData([ 'gold', 'armor', 'health' ]);

This approach is useful for destructuring arrays in ES6.

Parameters:

name

type

optional

description

key

string | Array.<string>

No

The key of the value to retrieve, or an array of keys.

Returns: * - The value belonging to the given key, or an array of values, the order of which will match the input array.

Inherits: Phaser.GameObjects.GameObject#getData

Source: src/gameobjects/GameObject.js#L416
Since: 3.0.0


getDisplayList

<instance> getDisplayList()

Description:

Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.

If this Game Object is not on a display list or in a container, it will return null.

You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.

Returns: Array.<Phaser.GameObjects.GameObject> - The internal Display List array of Game Objects, or null.

Inherits: Phaser.GameObjects.GameObject#getDisplayList

Source: src/gameobjects/GameObject.js#L823
Since: 3.85.0


getIndexList

<instance> getIndexList()

Description:

Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

Returns: Array.<number> - An array of display list position indexes.

Inherits: Phaser.GameObjects.GameObject#getIndexList

Source: src/gameobjects/GameObject.js#L635
Since: 3.4.0


getIsoTileAtWorldXY

<instance> getIsoTileAtWorldXY(worldX, worldY, [originTop], [nonNull], [camera])

Description:

Gets a tile at the given world coordinates from the given isometric layer.

Parameters:

name

type

optional

default

description

worldX

number

No

X position to get the tile from (given in pixels)

worldY

number

No

Y position to get the tile from (given in pixels)

originTop

boolean

Yes

true

Which is the active face of the isometric tile? The top (default, true), or the base? (false)

nonNull

boolean

Yes

false

For empty tiles, return a Tile object with an index of -1 instead of null.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: Phaser.Tilemaps.Tile - The tile at the given coordinates or null if no tile was found or the coordinates were invalid.

Source: src/tilemaps/TilemapLayer.js#L766
Since: 3.60.0


getLeftCenter

<instance> getLeftCenter([output], [includeParent])

Description:

Gets the left-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getLeftCenter

Source: src/gameobjects/components/GetBounds.js#L158
Since: 3.18.0


getLocalPoint

<instance> getLocalPoint(x, y, [point], [camera])

Description:

Takes the given x and y coordinates and converts them into local space for this Game Object, taking into account parent and local transforms, and the Display Origin.

The returned Vector2 contains the translated point in its properties.

A Camera needs to be provided in order to handle modified scroll factors. If no camera is specified, it will use the main camera from the Scene to which this Game Object belongs.

Parameters:

name

type

optional

description

x

number

No

The x position to translate.

y

number

No

The y position to translate.

point

Phaser.Math.Vector2

Yes

A Vector2, or point-like object, to store the results in.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera which is being tested against. If not given will use the Scene default camera.

Returns: Phaser.Math.Vector2 - The translated point.

Inherits: Phaser.GameObjects.Components.Transform#getLocalPoint

Source: src/gameobjects/components/Transform.js#L542
Since: 3.50.0


getLocalTransformMatrix

<instance> getLocalTransformMatrix([tempMatrix])

Description:

Gets the local transform matrix for this Game Object.

Parameters:

name

type

optional

description

tempMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

The matrix to populate with the values from this Game Object.

Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.

Inherits: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix

Source: src/gameobjects/components/Transform.js#L484
Since: 3.4.0


getParentRotation

<instance> getParentRotation()

Description:

Gets the sum total rotation of all of this Game Objects parent Containers.

The returned value is in radians and will be zero if this Game Object has no parent container.

Returns: number - The sum total rotation, in radians, of all parent containers of this Game Object.

Inherits: Phaser.GameObjects.Components.Transform#getParentRotation

Source: src/gameobjects/components/Transform.js#L592
Since: 3.18.0


getPipelineName

<instance> getPipelineName()

Description:

Gets the name of the WebGL Pipeline this Game Object is currently using.

Tags:

  • webglOnly

Returns: string - The string-based name of the pipeline being used by this Game Object, or null.

Inherits: Phaser.GameObjects.Components.Pipeline#getPipelineName

Source: src/gameobjects/components/Pipeline.js#L201
Since: 3.0.0


getPostPipeline

<instance> getPostPipeline(pipeline)

Description:

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | function

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.

Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0


getRightCenter

<instance> getRightCenter([output], [includeParent])

Description:

Gets the right-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getRightCenter

Source: src/gameobjects/components/GetBounds.js#L184
Since: 3.18.0


getTileAt

<instance> getTileAt(tileX, tileY, [nonNull])

Description:

Gets a tile at the given tile coordinates from the given layer.

Parameters:

name

type

optional

default

description

tileX

number

No

X position to get the tile from (given in tile units, not pixels).

tileY

number

No

Y position to get the tile from (given in tile units, not pixels).

nonNull

boolean

Yes

false

For empty tiles, return a Tile object with an index of -1 instead of null.

Returns: Phaser.Tilemaps.Tile - The Tile at the given coordinates or null if no tile was found or the coordinates were invalid.

Source: src/tilemaps/TilemapLayer.js#L731
Since: 3.50.0


getTileAtWorldXY

<instance> getTileAtWorldXY(worldX, worldY, [nonNull], [camera])

Description:

Gets a tile at the given world coordinates from the given layer.

Parameters:

name

type

optional

default

description

worldX

number

No

X position to get the tile from (given in pixels)

worldY

number

No

Y position to get the tile from (given in pixels)

nonNull

boolean

Yes

false

For empty tiles, return a Tile object with an index of -1 instead of null.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: Phaser.Tilemaps.Tile - The tile at the given coordinates or null if no tile was found or the coordinates were invalid.

Source: src/tilemaps/TilemapLayer.js#L748
Since: 3.50.0


getTileCorners

<instance> getTileCorners(tileX, tileY, [camera])

Description:

Returns an array of Vector2s where each entry corresponds to the corner of the requested tile.

The tileX and tileY parameters are in tile coordinates, not world coordinates.

The corner coordinates are in world space, having factored in TilemapLayer scale, position and the camera, if given.

The size of the array will vary based on the orientation of the map. For example an orthographic map will return an array of 4 vectors, where-as a hexagonal map will, of course, return an array of 6 corner vectors.

Parameters:

name

type

optional

description

tileX

number

No

The x coordinate, in tiles, not pixels.

tileY

number

No

The y coordinate, in tiles, not pixels.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: Array.<Phaser.Math.Vector2> - Returns an array of Vector2s, or null if the layer given was invalid.

Source: src/tilemaps/TilemapLayer.js#L1367
Since: 3.60.0


getTilesWithin

<instance> getTilesWithin([tileX], [tileY], [width], [height], [filteringOptions])

Description:

Gets the tiles in the given rectangular area (in tile coordinates) of the layer.

Parameters:

name

type

optional

description

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

Returns: Array.<Phaser.Tilemaps.Tile> - An array of Tile objects found within the area.

Source: src/tilemaps/TilemapLayer.js#L791
Since: 3.50.0


getTilesWithinShape

<instance> getTilesWithinShape(shape, [filteringOptions], [camera])

Description:

Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, Line, Rectangle or Triangle. The shape should be in world coordinates.

Parameters:

name

type

optional

description

shape

Phaser.Geom.Circle | Phaser.Geom.Line

Phaser.Geom.Rectangle

Phaser.Geom.Triangle

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when factoring in which tiles to return.

Returns: Array.<Phaser.Tilemaps.Tile> - An array of Tile objects found within the shape.

Source: src/tilemaps/TilemapLayer.js#L810
Since: 3.50.0


getTilesWithinWorldXY

<instance> getTilesWithinWorldXY(worldX, worldY, width, height, [filteringOptions], [camera])

Description:

Gets the tiles in the given rectangular area (in world coordinates) of the layer.

Parameters:

name

type

optional

description

worldX

number

No

The world x coordinate for the top-left of the area.

worldY

number

No

The world y coordinate for the top-left of the area.

width

number

No

The width of the area.

height

number

No

The height of the area.

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when factoring in which tiles to return.

Returns: Array.<Phaser.Tilemaps.Tile> - An array of Tile objects found within the area.

Source: src/tilemaps/TilemapLayer.js#L828
Since: 3.50.0


getTopCenter

<instance> getTopCenter([output], [includeParent])

Description:

Gets the top-center coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getTopCenter

Source: src/gameobjects/components/GetBounds.js#L106
Since: 3.18.0


getTopLeft

<instance> getTopLeft([output], [includeParent])

Description:

Gets the top-left corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getTopLeft

Source: src/gameobjects/components/GetBounds.js#L80
Since: 3.0.0


getTopRight

<instance> getTopRight([output], [includeParent])

Description:

Gets the top-right corner coordinate of this Game Object, regardless of origin.

The returned point is calculated in local space and does not factor in any parent Containers, unless the includeParent argument is set to true.

Tags:

  • generic

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

Yes

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#getTopRight

Source: src/gameobjects/components/GetBounds.js#L132
Since: 3.0.0


getWorldTransformMatrix

<instance> getWorldTransformMatrix([tempMatrix], [parentMatrix])

Description:

Gets the world transform matrix for this Game Object, factoring in any parent Containers.

Parameters:

name

type

optional

description

tempMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

The matrix to populate with the values from this Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

Yes

A temporary matrix to hold parent values during the calculations.

Returns: Phaser.GameObjects.Components.TransformMatrix - The populated Transform Matrix.

Inherits: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix

Source: src/gameobjects/components/Transform.js#L501
Since: 3.4.0


hasTileAt

<instance> hasTileAt(tileX, tileY)

Description:

Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.

Parameters:

name

type

optional

description

tileX

number

No

The x coordinate, in tiles, not pixels.

tileY

number

No

The y coordinate, in tiles, not pixels.

Returns: boolean - true if a tile was found at the given location, otherwise false.

Source: src/tilemaps/TilemapLayer.js#L848
Since: 3.50.0


hasTileAtWorldXY

<instance> hasTileAtWorldXY(worldX, worldY, [camera])

Description:

Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns false if there is no tile or if the tile at that location has an index of -1.

Parameters:

name

type

optional

description

worldX

number

No

The x coordinate, in pixels.

worldY

number

No

The y coordinate, in pixels.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when factoring in which tiles to return.

Returns: boolean - true if a tile was found at the given location, otherwise false.

Source: src/tilemaps/TilemapLayer.js#L865
Since: 3.50.0


incData

<instance> incData(key, [amount])

Description:

Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:

name

type

optional

default

description

key

string

No

The key to change the value for.

amount

number

Yes

1

The amount to increase the given key by. Pass a negative value to decrease the key.

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#incData

Source: src/gameobjects/GameObject.js#L357
Since: 3.23.0


initPipeline

<instance> initPipeline([pipeline])

Description:

Sets the initial WebGL Pipeline of this Game Object.

This should only be called during the instantiation of the Game Object. After that, use setPipeline.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | Phaser.Renderer.WebGL.WebGLPipeline

Yes

Either the string-based name of the pipeline, or a pipeline instance to set.

Returns: boolean - true if the pipeline was set successfully, otherwise false.

Inherits: Phaser.GameObjects.Components.Pipeline#initPipeline

Source: src/gameobjects/components/Pipeline.js#L53
Since: 3.0.0


initPostPipeline

<instance> initPostPipeline([preFX])

Description:

This should only be called during the instantiation of the Game Object.

It is called by default by all core Game Objects and doesn't need calling again.

After that, use setPostPipeline.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

preFX

boolean

Yes

false

Does this Game Object support Pre FX?

Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L113
Since: 3.60.0


listenerCount

<instance> listenerCount(event)

Description:

Return the number of listeners listening to a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: number - The number of listeners.

Inherits: Phaser.Events.EventEmitter#listenerCount

Source: src/events/EventEmitter.js#L75
Since: 3.0.0


listeners

<instance> listeners(event)

Description:

Return the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: Array.<function()> - The registered listeners.

Inherits: Phaser.Events.EventEmitter#listeners

Source: src/events/EventEmitter.js#L64
Since: 3.0.0


off

<instance> off(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Tilemaps.TilemapLayer - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js#L151
Since: 3.0.0


on

<instance> on(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Tilemaps.TilemapLayer - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js#L98
Since: 3.0.0


once

<instance> once(event, fn, [context])

Description:

Add a one-time listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Tilemaps.TilemapLayer - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


putTileAt

<instance> putTileAt(tile, tileX, tileY, [recalculateFaces])

Description:

Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.

Parameters:

name

type

optional

default

description

tile

number | Phaser.Tilemaps.Tile

No

The index of this tile to set or a Tile object.

tileX

number

No

The x coordinate, in tiles, not pixels.

tileY

number

No

The y coordinate, in tiles, not pixels.

recalculateFaces

boolean

Yes

true

true if the faces data should be recalculated.

Returns: Phaser.Tilemaps.Tile - The Tile object that was inserted at the given coordinates.

Source: src/tilemaps/TilemapLayer.js#L883
Since: 3.50.0


putTileAtWorldXY

<instance> putTileAtWorldXY(tile, worldX, worldY, [recalculateFaces], [camera])

Description:

Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated at the specified location.

Parameters:

name

type

optional

description

tile

number | Phaser.Tilemaps.Tile

No

The index of this tile to set or a Tile object.

worldX

number

No

The x coordinate, in pixels.

worldY

number

No

The y coordinate, in pixels.

recalculateFaces

boolean

Yes

true if the faces data should be recalculated.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: Phaser.Tilemaps.Tile - The Tile object that was inserted at the given coordinates.

Source: src/tilemaps/TilemapLayer.js#L904
Since: 3.50.0


putTilesAt

<instance> putTilesAt(tile, tileX, tileY, [recalculateFaces])

Description:

Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, all attributes will be copied over to the specified location. If you pass in an index, only the index at the specified location will be changed. Collision information will be recalculated within the region tiles were changed.

Parameters:

name

type

optional

default

description

tile

Array.<number> | Array.<Array.<number>>

Array.<Phaser.Tilemaps.Tile>

Array.<Array.<Phaser.Tilemaps.Tile>>

No

tileX

number

No

The x coordinate, in tiles, not pixels.

tileY

number

No

The y coordinate, in tiles, not pixels.

recalculateFaces

boolean

Yes

true

true if the faces data should be recalculated.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L926
Since: 3.50.0


randomize

<instance> randomize([tileX], [tileY], [width], [height], [indexes])

Description:

Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. If an array of indexes is passed in, then those will be used for randomly assigning new tile indexes. If an array is not provided, the indexes found within the region (excluding -1) will be used for randomly assigning new tile indexes. This method only modifies tile indexes and does not change collision information.

Parameters:

name

type

optional

description

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

indexes

Array.<number>

Yes

An array of indexes to randomly draw from during randomization.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L950
Since: 3.50.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

name

type

optional

description

event

string | symbol

Yes

The event name.

Returns: Phaser.Tilemaps.TilemapLayer - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
Since: 3.0.0


removeCollidesWith

<instance> removeCollidesWith(category)

Description:

Removes the given Collision Category from the list of those that this Arcade Physics Body will collide with.

Parameters:

name

type

optional

description

category

number

No

The collision category to add.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#removeCollidesWith

Source: src/physics/arcade/components/Collision.js#L80
Since: 3.70.0


removedFromScene

<instance> removedFromScene()

Description:

This callback is invoked when this Game Object is removed from a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

Inherits: Phaser.GameObjects.GameObject#removedFromScene

Source: src/gameobjects/GameObject.js#L577
Since: 3.50.0


removeFromDisplayList

<instance> removeFromDisplayList()

Description:

Removes this Game Object from the Display List it is currently on.

A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Fires: Phaser.Scenes.Events#event:REMOVED_FROM_SCENE, Phaser.GameObjects.Events#event:REMOVED_FROM_SCENE

Inherits: Phaser.GameObjects.GameObject#removeFromDisplayList

Source: src/gameobjects/GameObject.js#L760
Since: 3.53.0


removeFromUpdateList

<instance> removeFromUpdateList()

Description:

Removes this Game Object from the Scene's Update List.

When a Game Object is on the Update List, it will have its preUpdate method called every game frame. Calling this method will remove it from the list, preventing this.

Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.GameObjects.GameObject#removeFromUpdateList

Source: src/gameobjects/GameObject.js#L798
Since: 3.53.0


removeInteractive

<instance> removeInteractive([resetCursor])

Description:

If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

Parameters:

name

type

optional

default

description

resetCursor

boolean

Yes

false

Should the currently active Input cursor, if any, be reset to the default cursor?

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#removeInteractive

Source: src/gameobjects/GameObject.js#L519
Since: 3.7.0


removeListener

<instance> removeListener(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Tilemaps.TilemapLayer - this.

Inherits: Phaser.Events.EventEmitter#removeListener

Source: src/events/EventEmitter.js#L137
Since: 3.0.0


removePostPipeline

<instance> removePostPipeline(pipeline)

Description:

Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

The string-based name of the pipeline, or a pipeline class.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline

Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0


removeTileAt

<instance> removeTileAt(tileX, tileY, [replaceWithNull], [recalculateFaces])

Description:

Removes the tile at the given tile coordinates in the specified layer and updates the layers collision information.

Parameters:

name

type

optional

default

description

tileX

number

No

The x coordinate, in tiles, not pixels.

tileY

number

No

The y coordinate, in tiles, not pixels.

replaceWithNull

boolean

Yes

true

If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.

recalculateFaces

boolean

Yes

true

true if the faces data should be recalculated.

Returns: Phaser.Tilemaps.Tile - A Tile object.

Source: src/tilemaps/TilemapLayer.js#L975
Since: 3.50.0


removeTileAtWorldXY

<instance> removeTileAtWorldXY(worldX, worldY, [replaceWithNull], [recalculateFaces], [camera])

Description:

Removes the tile at the given world coordinates in the specified layer and updates the layers collision information.

Parameters:

name

type

optional

default

description

worldX

number

No

The x coordinate, in pixels.

worldY

number

No

The y coordinate, in pixels.

replaceWithNull

boolean

Yes

true

If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.

recalculateFaces

boolean

Yes

true

true if the faces data should be recalculated.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: Phaser.Tilemaps.Tile - The Tile object that was removed from the given location.

Source: src/tilemaps/TilemapLayer.js#L994
Since: 3.50.0


renderDebug

<instance> renderDebug(graphics, [styleConfig])

Description:

Draws a debug representation of the layer to the given Graphics. This is helpful when you want to get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation wherever you want on the screen.

Parameters:

name

type

optional

description

graphics

Phaser.GameObjects.Graphics

No

The target Graphics object to draw upon.

styleConfig

Phaser.Types.Tilemaps.StyleConfig

Yes

An object specifying the colors to use for the debug drawing.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1014
Since: 3.50.0


replaceByIndex

<instance> replaceByIndex(findIndex, newIndex, [tileX], [tileY], [width], [height])

Description:

Scans the given rectangular area (given in tile coordinates) for tiles with an index matching findIndex and updates their index to match newIndex. This only modifies the index and does not change collision information.

Parameters:

name

type

optional

description

findIndex

number

No

The index of the tile to search for.

newIndex

number

No

The index of the tile to replace it with.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1035
Since: 3.50.0


resetCollisionCategory

<instance> resetCollisionCategory()

Description:

Resets the Collision Category and Mask back to the defaults, which is to collide with everything.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#resetCollisionCategory

Source: src/physics/arcade/components/Collision.js#L130
Since: 3.70.0


resetFlip

<instance> resetFlip()

Description:

Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#resetFlip

Source: src/gameobjects/components/Flip.js#L140
Since: 3.0.0


resetPipeline

<instance> resetPipeline([resetData])

Description:

Resets the WebGL Pipeline of this Game Object back to the default it was created with.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

resetData

boolean

Yes

false

Reset the pipelineData object to being an empty object?

Returns: boolean - true if the pipeline was reset successfully, otherwise false.

Inherits: Phaser.GameObjects.Components.Pipeline#resetPipeline

Source: src/gameobjects/components/Pipeline.js#L176
Since: 3.0.0


resetPostPipeline

<instance> resetPostPipeline([resetData])

Description:

Resets the WebGL Post Pipelines of this Game Object. It does this by calling the destroy method on each post pipeline and then clearing the local array.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

resetData

boolean

Yes

false

Reset the postPipelineData object to being an empty object?

Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0


setAbove

<instance> setAbove(gameObject)

Description:

Move this Game Object so that it appears above the given Game Object.

This means it will render immediately after the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be above.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setAbove

Source: src/gameobjects/components/Depth.js#L139
Since: 3.85.0


setActive

<instance> setActive(value)

Description:

Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

Parameters:

name

type

optional

description

value

boolean

No

True if this Game Object should be set as active, false if not.

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setActive

Source: src/gameobjects/GameObject.js#L216
Since: 3.0.0


setAlpha

<instance> setAlpha([topLeft], [topRight], [bottomLeft], [bottomRight])

Description:

Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.

Parameters:

name

type

optional

default

description

topLeft

number

Yes

1

The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.

topRight

number

Yes

The alpha value used for the top-right of the Game Object. WebGL only.

bottomLeft

number

Yes

The alpha value used for the bottom-left of the Game Object. WebGL only.

bottomRight

number

Yes

The alpha value used for the bottom-right of the Game Object. WebGL only.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Alpha#setAlpha

Source: src/gameobjects/components/Alpha.js#L92
Since: 3.0.0


setAngle

<instance> setAngle([degrees])

Description:

Sets the angle of this Game Object.

Parameters:

name

type

optional

default

description

degrees

number

Yes

0

The rotation of this Game Object, in degrees.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setAngle

Source: src/gameobjects/components/Transform.js#L364
Since: 3.0.0


setBelow

<instance> setBelow(gameObject)

Description:

Move this Game Object so that it appears below the given Game Object.

This means it will render immediately under the other object in the display list.

Both objects must belong to the same display list, or parent container.

This method does not change this Game Objects depth value, it simply alters its list position.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that this Game Object will be moved to be below.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setBelow

Source: src/gameobjects/components/Depth.js#L167
Since: 3.85.0


setBlendMode

<instance> setBlendMode(value)

Description:

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • NORMAL
  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE (only works when rendering to a framebuffer, like a Render Texture)

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.

Parameters:

name

type

optional

description

value

string | Phaser.BlendModes

number

No

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.BlendMode#setBlendMode

Source: src/gameobjects/components/BlendMode.js#L80
Since: 3.0.0


setCollidesWith

<instance> setCollidesWith(categories)

Description:

Sets all of the Collision Categories that this Arcade Physics Body will collide with. You can either pass a single category value, or an array of them.

Calling this method will reset all of the collision categories, so only those passed to this method are enabled.

If you wish to add a new category to the existing mask, call the addCollisionCategory method.

If you wish to reset the collision category and mask, call the resetCollisionCategory method.

Parameters:

name

type

optional

description

categories

number | Array.<number>

No

The collision category to collide with, or an array of them.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#setCollidesWith

Source: src/physics/arcade/components/Collision.js#L100
Since: 3.70.0


setCollision

<instance> setCollision(indexes, [collides], [recalculateFaces], [updateLayer])

Description:

Sets collision on the given tile or tiles within a layer by index. You can pass in either a single numeric index or an array of indexes: [2, 3, 15, 20]. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters:

name

type

optional

default

description

indexes

number | array

No

Either a single tile index, or an array of tile indexes.

collides

boolean

Yes

true

If true it will enable collision. If false it will clear collision.

recalculateFaces

boolean

Yes

true

Whether or not to recalculate the tile faces after the update.

updateLayer

boolean

Yes

true

If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1108
Since: 3.50.0


setCollisionBetween

<instance> setCollisionBetween(start, stop, [collides], [recalculateFaces])

Description:

Sets collision on a range of tiles in a layer whose index is between the specified start and stop (inclusive). Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters:

name

type

optional

default

description

start

number

No

The first index of the tile to be set for collision.

stop

number

No

The last index of the tile to be set for collision.

collides

boolean

Yes

true

If true it will enable collision. If false it will clear collision.

recalculateFaces

boolean

Yes

true

Whether or not to recalculate the tile faces after the update.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1130
Since: 3.50.0


setCollisionByExclusion

<instance> setCollisionByExclusion(indexes, [collides], [recalculateFaces])

Description:

Sets collision on all tiles in the given layer, except for tiles that have an index specified in the given array. The collides parameter controls if collision will be enabled (true) or disabled (false). Tile indexes not currently in the layer are not affected.

Parameters:

name

type

optional

default

description

indexes

Array.<number>

No

An array of the tile indexes to not be counted for collision.

collides

boolean

Yes

true

If true it will enable collision. If false it will clear collision.

recalculateFaces

boolean

Yes

true

Whether or not to recalculate the tile faces after the update.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1178
Since: 3.50.0


setCollisionByProperty

<instance> setCollisionByProperty(properties, [collides], [recalculateFaces])

Description:

Sets collision on the tiles within a layer by checking tile properties. If a tile has a property that matches the given properties object, its collision flag will be set. The collides parameter controls if collision will be enabled (true) or disabled (false). Passing in { collides: true } would update the collision flag on any tiles with a "collides" property that has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can also use an array of values, e.g. { types: ["stone", "lava", "sand" ] }. If a tile has a "types" property that matches any of those values, its collision flag will be updated.

Parameters:

name

type

optional

default

description

properties

object

No

An object with tile properties and corresponding values that should be checked.

collides

boolean

Yes

true

If true it will enable collision. If false it will clear collision.

recalculateFaces

boolean

Yes

true

Whether or not to recalculate the tile faces after the update.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1153
Since: 3.50.0


setCollisionCategory

<instance> setCollisionCategory(category)

Description:

Sets the Collision Category that this Arcade Physics Body will use in order to determine what it can collide with.

It can only have one single category assigned to it.

If you wish to reset the collision category and mask, call the resetCollisionCategory method.

Parameters:

name

type

optional

description

category

number

No

The collision category.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object.

Inherits: Phaser.Physics.Arcade.Components.Collision#setCollisionCategory

Source: src/physics/arcade/components/Collision.js#L17
Since: 3.70.0


setCollisionFromCollisionGroup

<instance> setCollisionFromCollisionGroup([collides], [recalculateFaces])

Description:

Sets collision on the tiles within a layer by checking each tiles collision group data (typically defined in Tiled within the tileset collision editor). If any objects are found within a tiles collision group, the tile's colliding information will be set. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters:

name

type

optional

default

description

collides

boolean

Yes

true

If true it will enable collision. If false it will clear collision.

recalculateFaces

boolean

Yes

true

Whether or not to recalculate the tile faces after the update.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1199
Since: 3.50.0


setCullPadding

<instance> setCullPadding([paddingX], [paddingY])

Description:

When a Camera culls the tiles in this layer it does so using its view into the world, building up a rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px and you set paddingX to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale)

Parameters:

name

type

optional

default

description

paddingX

number

Yes

1

The amount of extra horizontal tiles to add to the cull check padding.

paddingY

number

Yes

1

The amount of extra vertical tiles to add to the cull check padding.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1082
Since: 3.50.0


setData

<instance> setData(key, [data])

Description:

Allows you to store a key value pair within this Game Objects Data Manager.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

sprite.setData('name', 'Red Gem Stone');

You can also pass in an object of key value pairs as the first argument:

sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });

To get a value back again you can call getData:

sprite.getData('gold');

Or you can access the value directly via the values property, where it works like any other variable:

sprite.data.values.gold += 50;

When the value is first set, a setdata event is emitted from this Game Object.

If the key already exists, a changedata event is emitted instead, along an event named after the key. For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives. These events will be emitted regardless if you use this method to set the value, or the direct values setter.

Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys gold and Gold are treated as two unique values within the Data Manager.

Tags:

  • generic
  • genericUse

Parameters:

name

type

optional

description

key

string | object

No

The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

data

*

Yes

The value to set for the given key. If an object is provided as the key this argument is ignored.

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setData

Source: src/gameobjects/GameObject.js#L295
Since: 3.0.0


setDataEnabled

<instance> setDataEnabled()

Description:

Adds a Data Manager component to this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setDataEnabled

Source: src/gameobjects/GameObject.js#L276
Since: 3.0.0


setDepth

<instance> setDepth(value)

Description:

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Parameters:

name

type

optional

description

value

number

No

The depth of this Game Object. Ensure this value is only ever a number data-type.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setDepth

Source: src/gameobjects/components/Depth.js#L64
Since: 3.0.0


setDisplayOrigin

<instance> setDisplayOrigin([x], [y])

Description:

Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The horizontal display origin value.

y

number

Yes

"x"

The vertical display origin value. If not defined it will be set to the value of x.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#setDisplayOrigin

Source: src/gameobjects/components/Origin.js#L159
Since: 3.0.0


setDisplaySize

<instance> setDisplaySize(width, height)

Description:

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:

name

type

optional

description

width

number

No

The width of this Game Object.

height

number

No

The height of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.ComputedSize#setDisplaySize

Source: src/gameobjects/components/ComputedSize.js#L120
Since: 3.4.0


setFlip

<instance> setFlip(x, y)

Description:

Sets the horizontal and vertical flipped state of this Game Object.

A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name

type

optional

description

x

boolean

No

The horizontal flipped state. false for no flip, or true to be flipped.

y

boolean

No

The horizontal flipped state. false for no flip, or true to be flipped.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#setFlip

Source: src/gameobjects/components/Flip.js#L117
Since: 3.0.0


setFlipX

<instance> setFlipX(value)

Description:

Sets the horizontal flipped state of this Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Parameters:

name

type

optional

description

value

boolean

No

The flipped state. false for no flip, or true to be flipped.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#setFlipX

Source: src/gameobjects/components/Flip.js#L79
Since: 3.0.0


setFlipY

<instance> setFlipY(value)

Description:

Sets the vertical flipped state of this Game Object.

Parameters:

name

type

optional

description

value

boolean

No

The flipped state. false for no flip, or true to be flipped.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#setFlipY

Source: src/gameobjects/components/Flip.js#L100
Since: 3.0.0


setInteractive

<instance> setInteractive([hitArea], [callback], [dropZone])

Description:

Pass this Game Object to the Input Manager to enable it for Input.

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

You can also provide an Input Configuration Object as the only argument to this method.

Parameters:

name

type

optional

default

description

hitArea

Phaser.Types.Input.InputConfiguration | any

Yes

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.

dropZone

boolean

Yes

false

Should this Game Object be treated as a drop zone target?

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setInteractive

Source: src/gameobjects/GameObject.js#L456
Since: 3.0.0


setMask

<instance> setMask(mask)

Description:

Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

Parameters:

name

type

optional

description

mask

Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

No

The mask this Game Object will use when rendering.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Mask#setMask

Source: src/gameobjects/components/Mask.js#L28
Since: 3.6.2


setName

<instance> setName(value)

Description:

Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

Parameters:

name

type

optional

description

value

string

No

The name to be given to this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setName

Source: src/gameobjects/GameObject.js#L234
Since: 3.0.0


setOrigin

<instance> setOrigin([x], [y])

Description:

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:

name

type

optional

default

description

x

number

Yes

0.5

The horizontal origin value.

y

number

Yes

"x"

The vertical origin value. If not defined it will be set to the value of x.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#setOrigin

Source: src/gameobjects/components/Origin.js#L112
Since: 3.0.0


setOriginFromFrame

<instance> setOriginFromFrame()

Description:

Sets the origin of this Game Object based on the Pivot values in its Frame.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#setOriginFromFrame

Source: src/gameobjects/components/Origin.js#L136
Since: 3.0.0


setPipeline

<instance> setPipeline(pipeline, [pipelineData], [copyData])

Description:

Sets the main WebGL Pipeline of this Game Object.

Also sets the pipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipeline

string | Phaser.Renderer.WebGL.WebGLPipeline

No

Either the string-based name of the pipeline, or a pipeline instance to set.

pipelineData

object

Yes

Optional pipeline data object that is set in to the pipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the pipelineData property of this Game Object? If false it will be set by reference instead.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Pipeline#setPipeline

Source: src/gameobjects/components/Pipeline.js#L100
Since: 3.0.0


setPipelineData

<instance> setPipelineData(key, [value])

Description:

Adds an entry to the pipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Pipeline#setPipelineData

Source: src/gameobjects/components/Pipeline.js#L144
Since: 3.50.0


setPosition

<instance> setPosition([x], [y], [z], [w])

Description:

Sets the position of this Game Object.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The x position of this Game Object.

y

number

Yes

"x"

The y position of this Game Object. If not set it will use the x value.

z

number

Yes

0

The z position of this Game Object.

w

number

Yes

0

The w position of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setPosition

Source: src/gameobjects/components/Transform.js#L265
Since: 3.0.0


setPostPipeline

<instance> setPostPipeline(pipelines, [pipelineData], [copyData])

Description:

Sets one, or more, Post Pipelines on this Game Object.

Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.

The post pipelines are appended to the postPipelines array belonging to this Game Object. When the renderer processes this Game Object, it iterates through the post pipelines in the order in which they appear in the array. If you are stacking together multiple effects, be aware that the order is important.

If you call this method multiple times, the new pipelines will be appended to any existing post pipelines already set. Use the resetPostPipeline method to clear them first, if required.

You can optionally also set the postPipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipelines

string | Array.<string>

function

Array.<function()>

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

pipelineData

object

Yes

Optional pipeline data object that is set in to the postPipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L140
Since: 3.60.0


setPostPipelineData

<instance> setPostPipelineData(key, [value])

Description:

Adds an entry to the postPipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData

Source: src/gameobjects/components/PostPipeline.js#L205
Since: 3.60.0


setRandomPosition

<instance> setRandomPosition([x], [y], [width], [height])

Description:

Sets the position of this Game Object to be a random position within the confines of the given area.

If no area is specified a random position between 0 x 0 and the game width x height is used instead.

The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.

Parameters:

name

type

optional

default

description

x

number

Yes

0

The x position of the top-left of the random area.

y

number

Yes

0

The y position of the top-left of the random area.

width

number

Yes

The width of the random area.

height

number

Yes

The height of the random area.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRandomPosition

Source: src/gameobjects/components/Transform.js#L313
Since: 3.8.0


setRenderOrder

<instance> setRenderOrder(renderOrder)

Description:

Sets the rendering (draw) order of the tiles in this layer.

The default is 'right-down', meaning it will order the tiles starting from the top-left, drawing to the right and then moving down to the next row.

The draw orders are:

0 = right-down 1 = left-down 2 = right-up 3 = left-up

Setting the render order does not change the tiles or how they are stored in the layer, it purely impacts the order in which they are rendered.

You can provide either an integer (0 to 3), or the string version of the order.

Parameters:

name

type

optional

description

renderOrder

number | string

No

The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L388
Since: 3.50.0


setRotation

<instance> setRotation([radians])

Description:

Sets the rotation of this Game Object.

Parameters:

name

type

optional

default

description

radians

number

Yes

0

The rotation of this Game Object, in radians.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setRotation

Source: src/gameobjects/components/Transform.js#L345
Since: 3.0.0


setScale

<instance> setScale([x], [y])

Description:

Sets the scale of this Game Object.

Parameters:

name

type

optional

default

description

x

number

Yes

1

The horizontal scale of this Game Object.

y

number

Yes

"x"

The vertical scale of this Game Object. If not set it will use the x value.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setScale

Source: src/gameobjects/components/Transform.js#L383
Since: 3.0.0


setScrollFactor

<instance> setScrollFactor(x, [y])

Description:

Sets the scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Parameters:

name

type

optional

default

description

x

number

No

The horizontal scroll factor of this Game Object.

y

number

Yes

"x"

The vertical scroll factor of this Game Object. If not set it will use the x value.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.ScrollFactor#setScrollFactor

Source: src/gameobjects/components/ScrollFactor.js#L64
Since: 3.0.0


setSize

<instance> setSize(width, height)

Description:

Sets the internal size of this Game Object, as used for frame or physics body creation.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:

name

type

optional

description

width

number

No

The width of this Game Object.

height

number

No

The height of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.ComputedSize#setSize

Source: src/gameobjects/components/ComputedSize.js#L93
Since: 3.4.0


setSkipCull

<instance> setSkipCull([value])

Description:

You can control if the Cameras should cull tiles before rendering them or not.

By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.

However, there are some instances when you may wish to disable this.

Parameters:

name

type

optional

default

description

value

boolean

Yes

true

Set to true to stop culling tiles. Set to false to enable culling again.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1059
Since: 3.50.0


setState

<instance> setState(value)

Description:

Sets the current state of this Game Object.

Phaser itself will never modify the State of a Game Object, although plugins may do so.

For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

Parameters:

name

type

optional

description

value

number | string

No

The state of the Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#setState

Source: src/gameobjects/GameObject.js#L252
Since: 3.16.0


setTileIndexCallback

<instance> setTileIndexCallback(indexes, callback, callbackContext)

Description:

Sets a global collision callback for the given tile index within the layer. This will affect all tiles on this layer that have the same index. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.

Parameters:

name

type

optional

description

indexes

number | Array.<number>

No

Either a single tile index, or an array of tile indexes to have a collision callback set for.

callback

function

No

The callback that will be invoked when the tile is collided with.

callbackContext

object

No

The context under which the callback is called.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1220
Since: 3.50.0


setTileLocationCallback

<instance> setTileLocationCallback([tileX], [tileY], [width], [height], [callback], [callbackContext])

Description:

Sets a collision callback for the given rectangular area (in tile coordinates) within the layer. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.

Parameters:

name

type

optional

description

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

callback

function

Yes

The callback that will be invoked when the tile is collided with.

callbackContext

object

Yes

The context, or scope, under which the callback is invoked.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1242
Since: 3.50.0


setTint

<instance> setTint([tint], [tileX], [tileY], [width], [height], [filteringOptions])

Description:

Sets an additive tint on each Tile within the given area.

The tint works by taking the pixel color values from the tileset texture, and then multiplying it by the color value of the tint.

If no area values are given then all tiles will be tinted to the given color.

To remove a tint call this method with either no parameters, or by passing white 0xffffff as the tint color.

If a tile already has a tint set then calling this method will override that.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

tint

number

Yes

"0xffffff"

The tint color being applied to each tile within the region. Given as a hex value, i.e. 0xff0000 for red. Set to white (0xffffff) to reset the tint.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area to search.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area to search.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L655
Since: 3.60.0


setTintFill

<instance> setTintFill([tint], [tileX], [tileY], [width], [height], [filteringOptions])

Description:

Sets a fill-based tint on each Tile within the given area.

Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint.

If no area values are given then all tiles will be tinted to the given color.

To remove a tint call this method with either no parameters, or by passing white 0xffffff as the tint color.

If a tile already has a tint set then calling this method will override that.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

tint

number

Yes

"0xffffff"

The tint color being applied to each tile within the region. Given as a hex value, i.e. 0xff0000 for red. Set to white (0xffffff) to reset the tint.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area to search.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area to search.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

filteringOptions

Phaser.Types.Tilemaps.FilteringOptions

Yes

Optional filters to apply when getting the tiles.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L693
Since: 3.70.0


setToBack

<instance> setToBack()

Description:

Sets this Game Object to the back of the display list, or the back of its parent container.

Being at the back means it will render below everything else.

This method does not change this Game Objects depth value, it simply alters its list position.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToBack

Source: src/gameobjects/components/Depth.js#L115
Since: 3.85.0


setToTop

<instance> setToTop()

Description:

Sets this Game Object to be at the top of the display list, or the top of its parent container.

Being at the top means it will render on-top of everything else.

This method does not change this Game Objects depth value, it simply alters its list position.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Depth#setToTop

Source: src/gameobjects/components/Depth.js#L91
Since: 3.85.0


setVisible

<instance> setVisible(value)

Description:

Sets the visibility of this Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Parameters:

name

type

optional

description

value

boolean

No

The visible state of the Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Visible#setVisible

Source: src/gameobjects/components/Visible.js#L63
Since: 3.0.0


setW

<instance> setW([value])

Description:

Sets the w position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The w position of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setW

Source: src/gameobjects/components/Transform.js#L465
Since: 3.0.0


setX

<instance> setX([value])

Description:

Sets the x position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The x position of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setX

Source: src/gameobjects/components/Transform.js#L405
Since: 3.0.0


setY

<instance> setY([value])

Description:

Sets the y position of this Game Object.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The y position of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setY

Source: src/gameobjects/components/Transform.js#L424
Since: 3.0.0


setZ

<instance> setZ([value])

Description:

Sets the z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#setDepth instead.

Parameters:

name

type

optional

default

description

value

number

Yes

0

The z position of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Transform#setZ

Source: src/gameobjects/components/Transform.js#L443
Since: 3.0.0


shuffle

<instance> shuffle([tileX], [tileY], [width], [height])

Description:

Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given layer. It will only randomize the tiles in that area, so if they're all the same nothing will appear to have changed! This method only modifies tile indexes and does not change collision information.

Parameters:

name

type

optional

description

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1266
Since: 3.50.0


shutdown

<instance> shutdown()

Description:

Removes all listeners.

Inherits: Phaser.Events.EventEmitter#shutdown

Source: src/events/EventEmitter.js#L31
Since: 3.0.0


swapByIndex

<instance> swapByIndex(tileA, tileB, [tileX], [tileY], [width], [height])

Description:

Scans the given rectangular area (given in tile coordinates) for tiles with an index matching indexA and swaps then with indexB. This only modifies the index and does not change collision information.

Parameters:

name

type

optional

description

tileA

number

No

First tile index.

tileB

number

No

Second tile index.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1289
Since: 3.50.0


tileToWorldX

<instance> tileToWorldX(tileX, [camera])

Description:

Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the layers position, scale and scroll.

Parameters:

name

type

optional

description

tileX

number

No

The x coordinate, in tiles, not pixels.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: number - The Tile X coordinate converted to pixels.

Source: src/tilemaps/TilemapLayer.js#L1313
Since: 3.50.0


tileToWorldXY

<instance> tileToWorldXY(tileX, tileY, [point], [camera])

Description:

Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given point object.

Parameters:

name

type

optional

description

tileX

number

No

The x coordinate, in tiles, not pixels.

tileY

number

No

The y coordinate, in tiles, not pixels.

point

Phaser.Math.Vector2

Yes

A Vector2 to store the coordinates in. If not given a new Vector2 is created.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: Phaser.Math.Vector2 - A Vector2 containing the world coordinates of the Tile.

Source: src/tilemaps/TilemapLayer.js#L1347
Since: 3.50.0


tileToWorldY

<instance> tileToWorldY(tileY, [camera])

Description:

Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layers position, scale and scroll.

Parameters:

name

type

optional

description

tileY

number

No

The y coordinate, in tiles, not pixels.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: number - The Tile Y coordinate converted to pixels.

Source: src/tilemaps/TilemapLayer.js#L1330
Since: 3.50.0


toggleData

<instance> toggleData(key)

Description:

Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:

name

type

optional

description

key

string

No

The key to toggle the value for.

Returns: Phaser.Tilemaps.TilemapLayer - This GameObject.

Inherits: Phaser.GameObjects.GameObject#toggleData

Source: src/gameobjects/GameObject.js#L387
Since: 3.23.0


toggleFlipX

<instance> toggleFlipX()

Description:

Toggles the horizontal flipped state of this Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipX

Source: src/gameobjects/components/Flip.js#L45
Since: 3.0.0


toggleFlipY

<instance> toggleFlipY()

Description:

Toggles the vertical flipped state of this Game Object.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Flip#toggleFlipY

Source: src/gameobjects/components/Flip.js#L64
Since: 3.0.0


toJSON

<instance> toJSON()

Description:

Returns a JSON representation of the Game Object.

Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.

Inherits: Phaser.GameObjects.GameObject#toJSON

Source: src/gameobjects/GameObject.js#L604
Since: 3.0.0


update

<instance> update([args])

Description:

To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

Parameters:

name

type

optional

description

args

*

Yes

args

Inherits: Phaser.GameObjects.GameObject#update

Source: src/gameobjects/GameObject.js#L592
Since: 3.0.0


updateDisplayOrigin

<instance> updateDisplayOrigin()

Description:

Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.

Returns: Phaser.Tilemaps.TilemapLayer - This Game Object instance.

Inherits: Phaser.GameObjects.Components.Origin#updateDisplayOrigin

Source: src/gameobjects/components/Origin.js#L182
Since: 3.0.0


weightedRandomize

<instance> weightedRandomize(weightedIndexes, [tileX], [tileY], [width], [height])

Description:

Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will receive a new index. New indexes are drawn from the given weightedIndexes array. An example weighted array:

[ { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 ]

The probability of any index being choose is (the index's weight) / (sum of all weights). This method only modifies tile indexes and does not change collision information.

Parameters:

name

type

optional

description

weightedIndexes

Array.<object>

No

An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.

tileX

number

Yes

The left most tile index (in tile coordinates) to use as the origin of the area.

tileY

number

Yes

The top most tile index (in tile coordinates) to use as the origin of the area.

width

number

Yes

How many tiles wide from the tileX index the area will be.

height

number

Yes

How many tiles tall from the tileY index the area will be.

Returns: Phaser.Tilemaps.TilemapLayer - This Tilemap Layer object.

Source: src/tilemaps/TilemapLayer.js#L1393
Since: 3.50.0


willCollideWith

<instance> willCollideWith(category)

Description:

Checks to see if the given Collision Category will collide with this Arcade Physics object or not.

Parameters:

name

type

optional

description

category

number

No

Collision category value to test.

Returns: boolean - true if the given category will collide with this object, otherwise false.

Inherits: Phaser.Physics.Arcade.Components.Collision#willCollideWith

Source: src/physics/arcade/components/Collision.js#L42
Since: 3.70.0


willRender

<instance> willRender(camera)

Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

Parameters:

name

type

optional

description

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera to check against this Game Object.

Returns: boolean - True if the Game Object should be rendered, otherwise false.

Inherits: Phaser.GameObjects.GameObject#willRender

Source: src/gameobjects/GameObject.js#L617
Since: 3.0.0


worldToTileX

<instance> worldToTileX(worldX, [snapToFloor], [camera])

Description:

Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the layers position, scale and scroll.

You cannot call this method for Isometric or Hexagonal tilemaps as they require both worldX and worldY values to determine the correct tile, instead you should use the worldToTileXY method.

Parameters:

name

type

optional

description

worldX

number

No

The x coordinate to be converted, in pixels, not tiles.

snapToFloor

boolean

Yes

Whether or not to round the tile coordinate down to the nearest integer.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: number - The tile X coordinate based on the world value.

Source: src/tilemaps/TilemapLayer.js#L1426
Since: 3.50.0


worldToTileXY

<instance> worldToTileXY(worldX, worldY, [snapToFloor], [point], [camera])

Description:

Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the layers position, scale and scroll. This will return a new Vector2 object or update the given point object.

Parameters:

name

type

optional

description

worldX

number

No

The x coordinate to be converted, in pixels, not tiles.

worldY

number

No

The y coordinate to be converted, in pixels, not tiles.

snapToFloor

boolean

Yes

Whether or not to round the tile coordinate down to the nearest integer.

point

Phaser.Math.Vector2

Yes

A Vector2 to store the coordinates in. If not given a new Vector2 is created.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: Phaser.Math.Vector2 - A Vector2 containing the tile coordinates of the world values.

Source: src/tilemaps/TilemapLayer.js#L1470
Since: 3.50.0


worldToTileY

<instance> worldToTileY(worldY, [snapToFloor], [camera])

Description:

Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the layers position, scale and scroll.

You cannot call this method for Isometric or Hexagonal tilemaps as they require both worldX and worldY values to determine the correct tile, instead you should use the worldToTileXY method.

Parameters:

name

type

optional

description

worldY

number

No

The y coordinate to be converted, in pixels, not tiles.

snapToFloor

boolean

Yes

Whether or not to round the tile coordinate down to the nearest integer.

camera

Phaser.Cameras.Scene2D.Camera

Yes

The Camera to use when calculating the tile index from the world values.

Returns: number - The tile Y coordinate based on the world value.

Source: src/tilemaps/TilemapLayer.js#L1448
Since: 3.50.0


Private Methods

prepareBoundsOutput

<instance> prepareBoundsOutput(output, [includeParent])

Description:

Processes the bounds output vector before returning it.

Tags:

  • generic

Access: private

Parameters:

name

type

optional

default

description

output

Phaser.Types.Math.Vector2Like

No

An object to store the values in. If not provided a new Vector2 will be created.

includeParent

boolean

Yes

false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns: Phaser.Types.Math.Vector2Like - The values stored in the output object.

Inherits: Phaser.GameObjects.Components.GetBounds#prepareBoundsOutput

Source: src/gameobjects/components/GetBounds.js#L21
Since: 3.18.0


renderCanvas

<instance> renderCanvas(renderer, src, camera, parentMatrix)

Description:

Renders this Game Object with the Canvas Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.

Access: private

Parameters:

name

type

optional

description

renderer

Phaser.Renderer.Canvas.CanvasRenderer

No

A reference to the current active Canvas renderer.

src

Phaser.Tilemaps.TilemapLayer

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

parentMatrix

Phaser.GameObjects.Components.TransformMatrix

No

This transform matrix is defined if the game object is nested

Source: src/tilemaps/TilemapLayerCanvasRenderer.js#L13
Since: 3.50.0


renderWebGL

<instance> renderWebGL(renderer, src, camera)

Description:

Renders this Game Object with the WebGL Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.

Access: private

Parameters:

name

type

optional

description

renderer

Phaser.Renderer.WebGL.WebGLRenderer

No

A reference to the current active WebGL renderer.

src

Phaser.Tilemaps.TilemapLayer

No

The Game Object being rendered in this call.

camera

Phaser.Cameras.Scene2D.Camera

No

The Camera that is rendering the Game Object.

Source: src/tilemaps/TilemapLayerWebGLRenderer.js#L9
Since: 3.0.0


setTilesets

<instance> setTilesets(tileset)

Description:

Populates the internal tileset array with the Tileset references this Layer requires for rendering.

Access: private

Parameters:

name

type

optional

description

tileset

string | Array.<string>

Phaser.Tilemaps.Tileset

Array.<Phaser.Tilemaps.Tileset>

Source: src/tilemaps/TilemapLayer.js#L342
Since: 3.50.0


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