new Tilemap(game, key, tileWidth, tileHeight, width, height)
Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file.
To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.
When using CSV data you must provide the key and the tileWidth and tileHeight parameters.
If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use Tilemap.create or pass the map and tile dimensions here.
Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.
A Tile map is rendered to the display using a TilemapLayer. It is not added to the display list directly itself.
A map may have multiple layers. You can perform operations on the map data such as copying, pasting, filling and shuffling the tiles around.
Parameters:
| Name | Type | Argument | Default | Description |
|---|---|---|---|---|
game |
Phaser.Game | Game reference to the currently running game. |
||
key |
string |
<optional> |
The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass |
|
tileWidth |
number |
<optional> |
32 | The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data. |
tileHeight |
number |
<optional> |
32 | The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data. |
width |
number |
<optional> |
10 | The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this. |
height |
number |
<optional> |
10 | The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this. |
- Source - tilemap/Tilemap.js, line 25
Members
-
<static, constant> CSV :number
-
- Source - tilemap/Tilemap.js, line 168
-
<static, constant> EAST :number
-
- Source - tilemap/Tilemap.js, line 186
-
<static, constant> NORTH :number
-
- Source - tilemap/Tilemap.js, line 180
-
<static, constant> SOUTH :number
-
- Source - tilemap/Tilemap.js, line 192
-
<static, constant> TILED_JSON :number
-
- Source - tilemap/Tilemap.js, line 174
-
<static, constant> WEST :number
-
- Source - tilemap/Tilemap.js, line 198
-
collideIndexes :array
-
An array of tile indexes that collide.
- Source - tilemap/Tilemap.js, line 122
-
collision :array
-
An array of collision data (polylines, etc).
- Source - tilemap/Tilemap.js, line 127
-
currentLayer :number
-
The current layer.
- Source - tilemap/Tilemap.js, line 137
-
debugMap :array
-
Map data used for debug values only.
- Source - tilemap/Tilemap.js, line 142
-
format :number
-
The format of the map data, either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.
- Source - tilemap/Tilemap.js, line 72
-
game :Phaser.Game
-
A reference to the currently running Game.
- Source - tilemap/Tilemap.js, line 30
-
height :number
-
The height of the map (in tiles).
- Source - tilemap/Tilemap.js, line 52
-
heightInPixels :number
-
The height of the map in pixels based on height * tileHeight.
- Source - tilemap/Tilemap.js, line 92
-
imagecollections :array
-
An array of Image Collections.
- Source - tilemap/Tilemap.js, line 107
-
images :array
-
An array of Tiled Image Layers.
- Source - tilemap/Tilemap.js, line 132
-
key :string
-
The key of this map data in the Phaser.Cache.
- Source - tilemap/Tilemap.js, line 35
-
layer :number|string|Phaser.TilemapLayer
-
The current layer object.
Type:
- number | string | Phaser.TilemapLayer
- Source - tilemap/Tilemap.js, line 1900
-
layers :array
-
An array of Tilemap layer data.
- Source - tilemap/Tilemap.js, line 97
-
objects :array
-
An array of Tiled Object Layers.
- Source - tilemap/Tilemap.js, line 117
-
orientation :string
-
The orientation of the map data (as specified in Tiled), usually 'orthogonal'.
- Source - tilemap/Tilemap.js, line 67
-
properties :object
-
Map specific properties as specified in Tiled.
- Source - tilemap/Tilemap.js, line 82
-
tileHeight :number
-
The base height of the tiles in the map (in pixels).
- Source - tilemap/Tilemap.js, line 62
-
tiles :array
-
The super array of Tiles.
- Source - tilemap/Tilemap.js, line 112
-
tilesets :array
-
An array of Tilesets.
- Source - tilemap/Tilemap.js, line 102
-
tileWidth :number
-
The base width of the tiles in the map (in pixels).
- Source - tilemap/Tilemap.js, line 57
-
version :number
-
The version of the map data (as specified in Tiled, usually 1).
- Source - tilemap/Tilemap.js, line 77
-
width :number
-
The width of the map (in tiles).
- Source - tilemap/Tilemap.js, line 47
-
widthInPixels :number
-
The width of the map in pixels based on width * tileWidth.
- Source - tilemap/Tilemap.js, line 87
Methods
-
addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) → {Phaser.Tileset}
-
Adds an image to the map to be used as a tileset. A single map may use multiple tilesets. Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled editor.
Parameters:
Name Type Argument Default Description tilesetstring The name of the tileset as specified in the map data.
keystring | Phaser.BitmapData <optional>
The key of the Phaser.Cache image used for this tileset. If
undefinedornullit will look for an image with a key matching the tileset parameter. You can also pass in a BitmapData which can be used instead of an Image.tileWidthnumber <optional>
32 The width of the tiles in the Tileset Image. If not given it will default to the map.tileWidth value, if that isn't set then 32.
tileHeightnumber <optional>
32 The height of the tiles in the Tileset Image. If not given it will default to the map.tileHeight value, if that isn't set then 32.
tileMarginnumber <optional>
0 The width of the tiles in the Tileset Image.
tileSpacingnumber <optional>
0 The height of the tiles in the Tileset Image.
gidnumber <optional>
0 If adding multiple tilesets to a blank/dynamic map, specify the starting GID the set will use here.
Returns:
Returns the Tileset object that was created or updated, or null if it failed.
- Source - tilemap/Tilemap.js, line 245
-
<internal> calculateFaces(layer)
-
Internal function.
Parameters:
Name Type Description layernumber The index of the TilemapLayer to operate on.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - tilemap/Tilemap.js, line 1030
-
copy(x, y, width, height, layer) → {array}
-
Copies all of the tiles in the given rectangular block into the tilemap data buffer.
Parameters:
Name Type Argument Description xinteger X position of the top left of the area to copy (given in tiles, not pixels)
yinteger Y position of the top left of the area to copy (given in tiles, not pixels)
widthinteger The width of the area to copy (given in tiles, not pixels)
heightinteger The height of the area to copy (given in tiles, not pixels)
layerinteger | string | Phaser.TilemapLayer <optional>
The layer to copy the tiles from.
Returns:
array -An array of the tiles that were copied.
- Source - tilemap/Tilemap.js, line 1496
-
create(name, width, height, tileWidth, tileHeight, group) → {Phaser.TilemapLayer}
-
Creates an empty map of the given dimensions and one blank layer. If layers already exist they are erased.
Parameters:
Name Type Argument Description namestring The name of the default layer of the map.
widthnumber The width of the map in tiles.
heightnumber The height of the map in tiles.
tileWidthnumber The width of the tiles the map uses for calculations.
tileHeightnumber The height of the tiles the map uses for calculations.
groupPhaser.Group <optional>
Optional Group to add the layer to. If not specified it will be added to the World group.
Returns:
The TilemapLayer object. This is an extension of Phaser.Image and can be moved around the display list accordingly.
- Source - tilemap/Tilemap.js, line 202
-
createBlankLayer(name, width, height, tileWidth, tileHeight, group) → {Phaser.TilemapLayer}
-
Creates a new and empty layer on this Tilemap. By default TilemapLayers are fixed to the camera.
Parameters:
Name Type Argument Description namestring The name of this layer. Must be unique within the map.
widthnumber The width of the layer in tiles.
heightnumber The height of the layer in tiles.
tileWidthnumber The width of the tiles the layer uses for calculations.
tileHeightnumber The height of the tiles the layer uses for calculations.
groupPhaser.Group <optional>
Optional Group to add the layer to. If not specified it will be added to the World group.
Returns:
The TilemapLayer object. This is an extension of Phaser.Image and can be moved around the display list accordingly.
- Source - tilemap/Tilemap.js, line 591
-
createFromObjects(name, gid, key, frame, exists, autoCull, group, CustomClass, adjustY)
-
Creates a Sprite for every object matching the given gid in the map data. You can optionally specify the group that the Sprite will be created in. If none is given it will be created in the World. All properties from the map data objectgroup are copied across to the Sprite, so you can use this as an easy way to configure Sprite properties from within the map editor. For example giving an object a property of alpha: 0.5 in the map editor will duplicate that when the Sprite is created. You could also give it a value like: body.velocity.x: 100 to set it moving automatically.
Parameters:
Name Type Argument Default Description namestring The name of the Object Group to create Sprites from.
gidnumber The layer array index value, or if a string is given the layer name within the map data.
keystring The Game.cache key of the image that this Sprite will use.
framenumber | string <optional>
If the Sprite image contains multiple frames you can specify which one to use here.
existsboolean <optional>
true The default exists state of the Sprite.
autoCullboolean <optional>
false The default autoCull state of the Sprite. Sprites that are autoCulled are culled from the camera if out of its range.
groupPhaser.Group <optional>
Phaser.World Group to add the Sprite to. If not specified it will be added to the World group.
CustomClassobject <optional>
Phaser.Sprite If you wish to create your own class, rather than Phaser.Sprite, pass the class here. Your class must extend Phaser.Sprite and have the same constructor parameters.
adjustYboolean <optional>
true By default the Tiled map editor uses a bottom-left coordinate system. Phaser uses top-left. So most objects will appear too low down. This parameter moves them up by their height.
- Source - tilemap/Tilemap.js, line 370
-
createFromTiles(tiles, replacements, key, layer, group, properties) → {integer}
-
Creates a Sprite for every object matching the given tile indexes in the map data. You can specify the group that the Sprite will be created in. If none is given it will be created in the World. You can optional specify if the tile will be replaced with another after the Sprite is 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 Argument Default Description tilesinteger | Array The tile index, or array of indexes, to create Sprites from.
replacementsinteger | Array The tile index, or array of indexes, to change a converted tile to. Set to
nullto not change.keystring The Game.cache key of the image that this Sprite will use.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on.
groupPhaser.Group <optional>
Phaser.World Group to add the Sprite to. If not specified it will be added to the World group.
propertiesobject <optional>
An object that contains the default properties for your newly created Sprite. This object will be iterated and any matching Sprite property will be set.
Returns:
integer -The number of Sprites that were created.
- Source - tilemap/Tilemap.js, line 459
-
createLayer(layer, width, height, group) → {Phaser.TilemapLayer}
-
Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera. The
layerparameter is important. If you've created your map in Tiled then you can get this by looking in Tiled and looking at the Layer name. Or you can open the JSON file it exports and look at the layers[].name value. Either way it must match. If you wish to create a blank layer to put your own tiles on then see Tilemap.createBlankLayer.Parameters:
Name Type Argument Description layernumber | string The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.
widthnumber <optional>
The rendered width of the layer, should never be wider than Game.width. If not given it will be set to Game.width.
heightnumber <optional>
The rendered height of the layer, should never be wider than Game.height. If not given it will be set to Game.height.
groupPhaser.Group <optional>
Optional Group to add the object to. If not specified it will be added to the World group.
Returns:
The TilemapLayer object. This is an extension of Phaser.Sprite and can be moved around the display list accordingly.
- Source - tilemap/Tilemap.js, line 553
-
destroy()
-
Removes all layer data from this tile map and nulls the game reference. Note: You are responsible for destroying any TilemapLayer objects you generated yourself, as Tilemap doesn't keep a reference to them.
- Source - tilemap/Tilemap.js, line 1882
-
dump()
-
Dumps the tilemap data out to the console.
- Source - tilemap/Tilemap.js, line 1841
-
fill(index, x, y, width, height, layer)
-
Fills the given area with the specified tile.
Parameters:
Name Type Argument Description indexnumber The index of the tile that the area will be filled with.
xnumber X position of the top left of the area to operate one, given in tiles, not pixels.
ynumber Y position of the top left of the area to operate one, given in tiles, not pixels.
widthnumber The width in tiles of the area to operate on.
heightnumber The height in tiles of the area to operate on.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on.
- Source - tilemap/Tilemap.js, line 1798
-
forEach(callback, context, x, y, width, height, layer)
-
For each tile in the given area defined by x/y and width/height run the given callback.
Parameters:
Name Type Argument Description callbacknumber The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
contextnumber The context under which the callback should be run.
xnumber X position of the top left of the area to operate one, given in tiles, not pixels.
ynumber Y position of the top left of the area to operate one, given in tiles, not pixels.
widthnumber The width in tiles of the area to operate on.
heightnumber The height in tiles of the area to operate on.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on.
- Source - tilemap/Tilemap.js, line 1647
-
getImageIndex(name) → {number}
-
Gets the image index based on its name.
Parameters:
Name Type Description namestring The name of the image to get.
Returns:
number -The index of the image in this tilemap, or null if not found.
- Source - tilemap/Tilemap.js, line 723
-
<internal> getIndex(location, name) → {number}
-
Gets the layer index based on the layers name.
Parameters:
Name Type Description locationarray The local array to search.
namestring The name of the array element to get.
Returns:
number -The index of the element in the array, or null if not found.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - tilemap/Tilemap.js, line 674
-
<internal> getLayer(layer) → {number}
-
Gets the TilemapLayer index as used in the setCollision calls.
Parameters:
Name Type Description layernumber | string | Phaser.TilemapLayer The layer to operate on. If not given will default to this.currentLayer.
Returns:
number -The TilemapLayer index.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - tilemap/Tilemap.js, line 974
-
getLayerIndex(name) → {number}
-
Gets the layer index based on its name.
Parameters:
Name Type Description namestring The name of the layer to get.
Returns:
number -The index of the layer in this tilemap, or null if not found.
- Source - tilemap/Tilemap.js, line 697
-
getTile(x, y, layer, nonNull) → {Phaser.Tile}
-
Gets a tile from the Tilemap Layer. The coordinates are given in tile values.
Parameters:
Name Type Argument Default Description xnumber X position to get the tile from (given in tile units, not pixels)
ynumber Y position to get the tile from (given in tile units, not pixels)
layernumber | string | Phaser.TilemapLayer <optional>
The layer to get the tile from.
nonNullboolean <optional>
false If true getTile won't return null for empty tiles, but a Tile object with an index of -1.
Returns:
The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
- Source - tilemap/Tilemap.js, line 1429
-
getTileAbove(layer, x, y)
-
Gets the tile above the tile coordinates given. Mostly used as an internal function by calculateFaces.
Parameters:
Name Type Description layernumber The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
xnumber The x coordinate to get the tile from. In tiles, not pixels.
ynumber The y coordinate to get the tile from. In tiles, not pixels.
- Source - tilemap/Tilemap.js, line 1100
-
getTileBelow(layer, x, y)
-
Gets the tile below the tile coordinates given. Mostly used as an internal function by calculateFaces.
Parameters:
Name Type Description layernumber The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
xnumber The x coordinate to get the tile from. In tiles, not pixels.
ynumber The y coordinate to get the tile from. In tiles, not pixels.
- Source - tilemap/Tilemap.js, line 1120
-
getTileLeft(layer, x, y)
-
Gets the tile to the left of the tile coordinates given. Mostly used as an internal function by calculateFaces.
Parameters:
Name Type Description layernumber The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
xnumber The x coordinate to get the tile from. In tiles, not pixels.
ynumber The y coordinate to get the tile from. In tiles, not pixels.
- Source - tilemap/Tilemap.js, line 1140
-
getTileRight(layer, x, y)
-
Gets the tile to the right of the tile coordinates given. Mostly used as an internal function by calculateFaces.
Parameters:
Name Type Description layernumber The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
xnumber The x coordinate to get the tile from. In tiles, not pixels.
ynumber The y coordinate to get the tile from. In tiles, not pixels.
- Source - tilemap/Tilemap.js, line 1160
-
getTilesetIndex(name) → {number}
-
Gets the tileset index based on its name.
Parameters:
Name Type Description namestring The name of the tileset to get.
Returns:
number -The index of the tileset in this tilemap, or null if not found.
- Source - tilemap/Tilemap.js, line 710
-
getTileWorldXY(x, y, tileWidth, tileHeight, layer, nonNull) → {Phaser.Tile}
-
Gets a tile from the Tilemap layer. The coordinates are given in pixel values.
Parameters:
Name Type Argument Default Description xnumber X position to get the tile from (given in pixels)
ynumber Y position to get the tile from (given in pixels)
tileWidthnumber <optional>
The width of the tiles. If not given the map default is used.
tileHeightnumber <optional>
The height of the tiles. If not given the map default is used.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to get the tile from.
nonNullboolean <optional>
false If true getTile won't return null for empty tiles, but a Tile object with an index of -1.
Returns:
The tile at the given coordinates.
- Source - tilemap/Tilemap.js, line 1470
-
hasTile(x, y, layer) → {boolean}
-
Checks if there is a tile at the given location.
Parameters:
Name Type Description xnumber X position to check if a tile exists at (given in tile units, not pixels)
ynumber Y position to check if a tile exists at (given in tile units, not pixels)
layernumber | string | Phaser.TilemapLayer The layer to set as current.
Returns:
boolean -True if there is a tile at the given location, otherwise false.
- Source - tilemap/Tilemap.js, line 1197
-
paste(x, y, tileblock, layer)
-
Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy.
Parameters:
Name Type Argument Description xnumber X position of the top left of the area to paste to (given in tiles, not pixels)
ynumber Y position of the top left of the area to paste to (given in tiles, not pixels)
tileblockarray The block of tiles to paste.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to paste the tiles into.
- Source - tilemap/Tilemap.js, line 1558
-
putTile(tile, x, y, layer) → {Phaser.Tile}
-
Puts a tile of the given index value at the coordinate specified. If you pass
nullas the tile it will pass your call over to Tilemap.removeTile instead.Parameters:
Name Type Argument Description tilePhaser.Tile | number | null The index of this tile to set or a Phaser.Tile object. If null the tile is removed from the map.
xnumber X position to place the tile (given in tile units, not pixels)
ynumber Y position to place the tile (given in tile units, not pixels)
layernumber | string | Phaser.TilemapLayer <optional>
The layer to modify.
Returns:
The Tile object that was created or added to this map.
- Source - tilemap/Tilemap.js, line 1268
-
putTileWorldXY(tile, x, y, tileWidth, tileHeight, layer) → {Phaser.Tile}
-
Puts a tile into the Tilemap layer. The coordinates are given in pixel values.
Parameters:
Name Type Argument Description tilePhaser.Tile | number The index of this tile to set or a Phaser.Tile object.
xnumber X position to insert the tile (given in pixels)
ynumber Y position to insert the tile (given in pixels)
tileWidthnumber The width of the tile in pixels.
tileHeightnumber The height of the tile in pixels.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to modify.
Returns:
The Tile object that was created or added to this map.
- Source - tilemap/Tilemap.js, line 1339
-
random(x, y, width, height, layer)
-
Randomises a set of tiles in a given area.
Parameters:
Name Type Argument Description xnumber X position of the top left of the area to operate one, given in tiles, not pixels.
ynumber Y position of the top left of the area to operate one, given in tiles, not pixels.
widthnumber The width in tiles of the area to operate on.
heightnumber The height in tiles of the area to operate on.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on.
- Source - tilemap/Tilemap.js, line 1711
-
removeAllLayers()
-
Removes all layers from this tile map.
- Source - tilemap/Tilemap.js, line 1829
-
removeTile(x, y, layer) → {Phaser.Tile}
-
Removes the tile located at the given coordinates and updates the collision data.
Parameters:
Name Type Argument Description xnumber X position to place the tile (given in tile units, not pixels)
ynumber Y position to place the tile (given in tile units, not pixels)
layernumber | string | Phaser.TilemapLayer <optional>
The layer to modify.
Returns:
The Tile object that was removed from this map.
- Source - tilemap/Tilemap.js, line 1215
-
removeTileWorldXY(x, y, tileWidth, tileHeight, layer) → {Phaser.Tile}
-
Removes the tile located at the given coordinates and updates the collision data. The coordinates are given in pixel values.
Parameters:
Name Type Argument Description xnumber X position to insert the tile (given in pixels)
ynumber Y position to insert the tile (given in pixels)
tileWidthnumber The width of the tile in pixels.
tileHeightnumber The height of the tile in pixels.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to modify.
Returns:
The Tile object that was removed from this map.
- Source - tilemap/Tilemap.js, line 1246
-
replace(source, dest, x, y, width, height, layer)
-
Scans the given area for tiles with an index matching
sourceand updates their index to matchdest.Parameters:
Name Type Argument Description sourcenumber The tile index value to scan for.
destnumber The tile index value to replace found tiles with.
xnumber X position of the top left of the area to operate one, given in tiles, not pixels.
ynumber Y position of the top left of the area to operate one, given in tiles, not pixels.
widthnumber The width in tiles of the area to operate on.
heightnumber The height in tiles of the area to operate on.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on.
- Source - tilemap/Tilemap.js, line 1676
-
searchTileIndex(index, skip, reverse, layer) → {Phaser.Tile}
-
Searches the entire map layer for the first tile matching the given index, then returns that Phaser.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 Argument Default Description indexnumber The tile index value to search for.
skipnumber <optional>
0 The number of times to skip a matching tile before returning.
reversenumber <optional>
false If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to get the tile from.
Returns:
The first (or n skipped) tile with the matching index.
- Source - tilemap/Tilemap.js, line 1362
-
setCollision(indexes, collides, layer, recalculate)
-
Sets collision the given tile or tiles. You can pass in either a single numeric index or an array of indexes: [ 2, 3, 15, 20]. The
collidesparameter controls if collision will be enabled (true) or disabled (false).Parameters:
Name Type Argument Default Description indexesnumber | array Either a single tile index, or an array of tile IDs to be checked for collision.
collidesboolean <optional>
true If true it will enable collision. If false it will clear collision.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to this.currentLayer.
recalculateboolean <optional>
true Recalculates the tile faces after the update.
- Source - tilemap/Tilemap.js, line 799
-
setCollisionBetween(start, stop, collides, layer, recalculate)
-
Sets collision on a range of tiles where the tile IDs increment sequentially. 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
collidesparameter controls if collision will be enabled (true) or disabled (false).Parameters:
Name Type Argument Default Description startnumber The first index of the tile to be set for collision.
stopnumber The last index of the tile to be set for collision.
collidesboolean <optional>
true If true it will enable collision. If false it will clear collision.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to this.currentLayer.
recalculateboolean <optional>
true Recalculates the tile faces after the update.
- Source - tilemap/Tilemap.js, line 837
-
setCollisionByExclusion(indexes, collides, layer, recalculate)
-
Sets collision on all tiles in the given layer, except for the IDs of those in the given array. The
collidesparameter controls if collision will be enabled (true) or disabled (false).Parameters:
Name Type Argument Default Description indexesarray An array of the tile IDs to not be counted for collision.
collidesboolean <optional>
true If true it will enable collision. If false it will clear collision.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to this.currentLayer.
recalculateboolean <optional>
true Recalculates the tile faces after the update.
- Source - tilemap/Tilemap.js, line 874
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<internal> setCollisionByIndex(index, collides, layer, recalculate)
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Sets collision values on a tile in the set. You shouldn't usually call this method directly, instead use setCollision, setCollisionBetween or setCollisionByExclusion.
Parameters:
Name Type Argument Default Description indexnumber The index of the tile on the layer.
collidesboolean <optional>
true If true it will enable collision on the tile. If false it will clear collision values from the tile.
layernumber <optional>
The layer to operate on. If not given will default to this.currentLayer.
recalculateboolean <optional>
true Recalculates the tile faces after the update.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - tilemap/Tilemap.js, line 908
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setLayer(layer)
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Sets the current layer to the given index.
Parameters:
Name Type Description layernumber | string | Phaser.TilemapLayer The layer to set as current.
- Source - tilemap/Tilemap.js, line 1180
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setPreventRecalculate(value)
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Turn off/on the recalculation of faces for tile or collision updates.
setPreventRecalculate(true)puts recalculation on hold whilesetPreventRecalculate(false)recalculates all the changed layers.Parameters:
Name Type Description valueboolean If true it will put the recalculation on hold.
- Source - tilemap/Tilemap.js, line 1001
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setTileIndexCallback(indexes, callback, callbackContext, layer)
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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 Argument Description indexesnumber | array Either a single tile index, or an array of tile indexes to have a collision callback set for.
callbackfunction The callback that will be invoked when the tile is collided with.
callbackContextobject The context under which the callback is called.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to this.currentLayer.
- Source - tilemap/Tilemap.js, line 736
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setTileLocationCallback(x, y, width, height, callback, callbackContext, layer)
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Sets a global collision callback for the given map location within the layer. This will affect all tiles on this layer found in the given area. 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 Argument Description xnumber X position of the top left of the area to copy (given in tiles, not pixels)
ynumber Y position of the top left of the area to copy (given in tiles, not pixels)
widthnumber The width of the area to copy (given in tiles, not pixels)
heightnumber The height of the area to copy (given in tiles, not pixels)
callbackfunction The callback that will be invoked when the tile is collided with.
callbackContextobject The context under which the callback is called.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on. If not given will default to this.currentLayer.
- Source - tilemap/Tilemap.js, line 767
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setTileSize(tileWidth, tileHeight)
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Sets the base tile size for the map.
Parameters:
Name Type Description tileWidthnumber The width of the tiles the map uses for calculations.
tileHeightnumber The height of the tiles the map uses for calculations.
- Source - tilemap/Tilemap.js, line 229
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shuffle(x, y, width, height, layer)
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Shuffles a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
Parameters:
Name Type Argument Description xnumber X position of the top left of the area to operate one, given in tiles, not pixels.
ynumber Y position of the top left of the area to operate one, given in tiles, not pixels.
widthnumber The width in tiles of the area to operate on.
heightnumber The height in tiles of the area to operate on.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on.
- Source - tilemap/Tilemap.js, line 1756
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swap(tileA, tileB, x, y, width, height, layer)
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Scans the given area for tiles with an index matching tileA and swaps them with tileB.
Parameters:
Name Type Argument Description tileAnumber First tile index.
tileBnumber Second tile index.
xnumber X position of the top left of the area to operate one, given in tiles, not pixels.
ynumber Y position of the top left of the area to operate one, given in tiles, not pixels.
widthnumber The width in tiles of the area to operate on.
heightnumber The height in tiles of the area to operate on.
layernumber | string | Phaser.TilemapLayer <optional>
The layer to operate on.
- Source - tilemap/Tilemap.js, line 1593
