- Source: src/tilemaps/components/index.js (Line 7)
Methods
-
<static> CalculateFacesAt(tileX, tileY, layer)
-
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 Description tileX
number The x coordinate.
tileY
number The y coordinate.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/CalculateFacesAt.js (Line 9)
-
<static> CalculateFacesWithin(tileX, tileY, width, height, layer)
-
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 Description tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/CalculateFacesWithin.js (Line 10)
-
<static> CheckIsoBounds(tileX, tileY, layer [, camera])
-
Checks if the given tile coordinate is within the isometric layer bounds, or not.
Parameters:
Name Type Argument Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to check against.
camera
Phaser.Cameras.Scene2D.Camera <optional>
The Camera to run the cull check against.
- Since: 3.50.0
- Source: src/tilemaps/components/CheckIsoBounds.js (Line 11)
Returns:
Returns
true
if the coordinates are within the iso bounds.- Type
- boolean
-
<static> Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer)
-
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 Description srcTileX
number The x coordinate of the area to copy from, in tiles, not pixels.
srcTileY
number The y coordinate of the area to copy from, in tiles, not pixels.
width
number The width of the area to copy, in tiles, not pixels.
height
number The height of the area to copy, in tiles, not pixels.
destTileX
number The x coordinate of the area to copy to, in tiles, not pixels.
destTileY
number The y coordinate of the area to copy to, in tiles, not pixels.
recalculateFaces
boolean true
if the faces data should be recalculated.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/Copy.js (Line 10)
-
<static> CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, layer)
-
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 Description indexes
number | Array.<number> The tile index, or array of indexes, to create Sprites from.
replacements
number | Array.<number> 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 The config object to pass into the Sprite creator (i.e. scene.make.sprite).
scene
Phaser.Scene The Scene to create the Sprites within.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when determining the world XY
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/CreateFromTiles.js (Line 10)
Returns:
An array of the Sprites that were created.
- Type
- Array.<Phaser.GameObjects.Sprite>
-
<static> CullBounds(layer, camera)
-
Returns the bounds in the given orthogonal layer that are within the cameras viewport. This is used internally by the cull tiles function.
Parameters:
Name Type Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
camera
Phaser.Cameras.Scene2D.Camera The Camera to run the cull check against.
- Since: 3.50.0
- Source: src/tilemaps/components/CullBounds.js (Line 13)
Returns:
A rectangle containing the culled bounds. If you wish to retain this object, clone it, as it's recycled internally.
-
<static> CullTiles(layer, camera [, outputArray] [, renderOrder])
-
Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
Parameters:
Name Type Argument Default Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
camera
Phaser.Cameras.Scene2D.Camera The Camera to run the cull check against.
outputArray
array <optional>
An optional array to store the Tile objects within.
renderOrder
number <optional>
0 The rendering order constant.
- Since: 3.50.0
- Source: src/tilemaps/components/CullTiles.js (Line 10)
Returns:
An array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> Fill(index, tileX, tileY, width, height, recalculateFaces, layer)
-
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 Description index
number The tile index to fill the area with.
tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.recalculateFaces
boolean true
if the faces data should be recalculated.layer
Phaser.Tilemaps.LayerData The tile layer to use. If not given the current layer is used.
- Since: 3.0.0
- Source: src/tilemaps/components/Fill.js (Line 11)
-
<static> FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, layer)
-
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 Description callback
function 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 The context under which the callback should be run.
tileX
number The left most tile index (in tile coordinates) to use as the origin of the area to filter.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area to filter.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions Optional filters to apply when getting the tiles.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/FilterTiles.js (Line 9)
Returns:
The filtered array of Tiles.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> FindByIndex(index, skip, reverse, layer)
-
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 Description index
number The tile index value to search for.
skip
number The number of times to skip a matching tile before returning.
reverse
boolean If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/FindByIndex.js (Line 7)
Returns:
The first (or n skipped) tile with the matching index.
- Type
- Phaser.Tilemaps.Tile
-
<static> FindTile(callback, context, tileX, tileY, width, height, filteringOptions, layer)
-
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 Description callback
FindTileCallback The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
context
object The context under which the callback should be run.
tileX
number The left most tile index (in tile coordinates) to use as the origin of the area to filter.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area to filter.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions Optional filters to apply when getting the tiles.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/FindTile.js (Line 19)
Returns:
A Tile that matches the search, or null if no Tile found
- Type
- Phaser.Tilemaps.Tile
-
<static> ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, layer)
-
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 Description callback
EachTileCallback The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
context
object The context under which the callback should be run.
tileX
number The left most tile index (in tile coordinates) to use as the origin of the area to filter.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area to filter.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions Optional filters to apply when getting the tiles.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/ForEachTile.js (Line 17)
-
<static> GetCullTilesFunction(orientation)
-
Gets the correct function to use to cull tiles, based on the map orientation.
Parameters:
Name Type Description orientation
number The Tilemap orientation constant.
- Since: 3.50.0
- Source: src/tilemaps/components/GetCullTilesFunction.js (Line 14)
Returns:
The function to use to cull tiles for the given map type.
- Type
- function
-
<static> GetTileAt(tileX, tileY, nonNull, layer)
-
Gets a tile at the given tile coordinates from the given layer.
Parameters:
Name Type Description tileX
number X position to get the tile from (given in tile units, not pixels).
tileY
number Y position to get the tile from (given in tile units, not pixels).
nonNull
boolean If true getTile won't return null for empty tiles, but a Tile object with an index of -1.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/GetTileAt.js (Line 9)
Returns:
The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
- Type
- Phaser.Tilemaps.Tile
-
<static> GetTileAtWorldXY(worldX, worldY, nonNull, camera, layer)
-
Gets a tile at the given world coordinates from the given layer.
Parameters:
Name Type Description worldX
number X position to get the tile from (given in pixels)
worldY
number Y position to get the tile from (given in pixels)
nonNull
boolean If true, function won't return null for empty tiles, but a Tile object with an index of -1.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/GetTileAtWorldXY.js (Line 12)
Returns:
The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
- Type
- Phaser.Tilemaps.Tile
-
<static> GetTilesWithin(tileX, tileY, width, height, filteringOptions, layer)
-
Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
Parameters:
Name Type Description tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.filteringOptions
Phaser.Types.Tilemaps.FilteringOptions Optional filters to apply when getting the tiles.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/GetTilesWithin.js (Line 9)
Returns:
Array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> GetTilesWithinShape(shape, filteringOptions, camera, layer)
-
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 Description shape
Phaser.Geom.Circle | Phaser.Geom.Line | Phaser.Geom.Rectangle | Phaser.Geom.Triangle A shape in world (pixel) coordinates
filteringOptions
Phaser.Types.Tilemaps.FilteringOptions Optional filters to apply when getting the tiles.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/GetTilesWithinShape.js (Line 22)
Returns:
Array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, layer)
-
Gets the tiles in the given rectangular area (in world coordinates) of the layer.
Parameters:
Name Type Description worldX
number The world x coordinate for the top-left of the area.
worldY
number The world y coordinate for the top-left of the area.
width
number The width of the area.
height
number The height of the area.
filteringOptions
Phaser.Types.Tilemaps.FilteringOptions Optional filters to apply when getting the tiles.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when factoring in which tiles to return.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/GetTilesWithinWorldXY.js (Line 13)
Returns:
Array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> GetTileToWorldXFunction(orientation)
-
Gets the correct function to use to translate tiles, based on the map orientation.
Parameters:
Name Type Description orientation
number The Tilemap orientation constant.
- Since: 3.50.0
- Source: src/tilemaps/components/GetTileToWorldXFunction.js (Line 11)
Returns:
The function to use to translate tiles for the given map type.
- Type
- function
-
<static> GetTileToWorldXYFunction(orientation)
-
Gets the correct function to use to translate tiles, based on the map orientation.
Parameters:
Name Type Description orientation
number The Tilemap orientation constant.
- Since: 3.50.0
- Source: src/tilemaps/components/GetTileToWorldXYFunction.js (Line 14)
Returns:
The function to use to translate tiles for the given map type.
- Type
- function
-
<static> GetTileToWorldYFunction(orientation)
-
Gets the correct function to use to translate tiles, based on the map orientation.
Parameters:
Name Type Description orientation
number The Tilemap orientation constant.
- Since: 3.50.0
- Source: src/tilemaps/components/GetTileToWorldYFunction.js (Line 13)
Returns:
The function to use to translate tiles for the given map type.
- Type
- function
-
<static> GetWorldToTileXFunction(orientation)
-
Gets the correct function to use to translate tiles, based on the map orientation.
Parameters:
Name Type Description orientation
number The Tilemap orientation constant.
- Since: 3.50.0
- Source: src/tilemaps/components/GetWorldToTileXFunction.js (Line 11)
Returns:
The function to use to translate tiles for the given map type.
- Type
- function
-
<static> GetWorldToTileXYFunction(orientation)
-
Gets the correct function to use to translate tiles, based on the map orientation.
Parameters:
Name Type Description orientation
number The Tilemap orientation constant.
- Since: 3.50.0
- Source: src/tilemaps/components/GetWorldToTileXYFunction.js (Line 14)
Returns:
The function to use to translate tiles for the given map type.
- Type
- function
-
<static> GetWorldToTileYFunction(orientation)
-
Gets the correct function to use to translate tiles, based on the map orientation.
Parameters:
Name Type Description orientation
number The Tilemap orientation constant.
- Since: 3.50.0
- Source: src/tilemaps/components/GetWorldToTileYFunction.js (Line 13)
Returns:
The function to use to translate tiles for the given map type.
- Type
- function
-
<static> HasTileAt(tileX, tileY, layer)
-
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 Description tileX
number X position to get the tile from (given in tile units, not pixels).
tileY
number Y position to get the tile from (given in tile units, not pixels).
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/HasTileAt.js (Line 9)
Returns:
Returns a boolean, or null if the layer given was invalid.
- Type
- boolean
-
<static> HasTileAtWorldXY(worldX, worldY, camera, layer)
-
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 Description worldX
number The X coordinate of the world position.
worldY
number The Y coordinate of the world position.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when factoring in which tiles to return.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/HasTileAtWorldXY.js (Line 12)
Returns:
Returns a boolean, or null if the layer given was invalid.
- Type
- boolean
-
<static> HexagonalCullBounds(layer, camera)
-
Returns the bounds in the given layer that are within the camera's viewport. This is used internally by the cull tiles function.
Parameters:
Name Type Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
camera
Phaser.Cameras.Scene2D.Camera The Camera to run the cull check against.
- Since: 3.50.0
- Source: src/tilemaps/components/HexagonalCullBounds.js (Line 10)
Returns:
An object containing the
left
,right
,top
andbottom
bounds.- Type
- object
-
<static> HexagonalCullTiles(layer, camera [, outputArray] [, renderOrder])
-
Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
Parameters:
Name Type Argument Default Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
camera
Phaser.Cameras.Scene2D.Camera The Camera to run the cull check against.
outputArray
array <optional>
An optional array to store the Tile objects within.
renderOrder
number <optional>
0 The rendering order constant.
- Since: 3.50.0
- Source: src/tilemaps/components/HexagonalCullTiles.js (Line 10)
Returns:
An array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> HexagonalTileToWorldXY(tileX, tileY, point, camera, layer)
-
Converts from hexagonal tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/HexagonalTileToWorldXY.js (Line 9)
Returns:
The XY location in world coordinates.
- Type
- Phaser.Math.Vector2
-
<static> HexagonalTileToWorldY(tileY, camera, layer)
-
Converts from hexagonal tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layer's position, scale and scroll.
Parameters:
Name Type Description tileY
number The y coordinate, in tiles, not pixels.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/HexagonalTileToWorldY.js (Line 7)
Returns:
The Y location in world coordinates.
- Type
- number
-
<static> HexagonalWorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer)
-
Converts from world XY coordinates (pixels) to hexagonal tile XY coordinates (tile units), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description worldX
number The x coordinate to be converted, in pixels, not tiles.
worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinates down to the nearest integer.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/HexagonalWorldToTileXY.js (Line 9)
Returns:
The XY location in tile units.
- Type
- Phaser.Math.Vector2
-
<static> HexagonalWorldToTileY(worldY, snapToFloor, camera, layer)
-
Converts from world Y coordinates (pixels) to hexagonal tile Y coordinates (tile units), factoring in the layers position, scale and scroll.
Parameters:
Name Type Description worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinate down to the nearest integer.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/HexagonalWorldToTileY.js (Line 7)
Returns:
The Y location in tile units.
- Type
- number
-
<static> IsInLayerBounds(tileX, tileY, layer)
-
Checks if the given tile coordinates are within the bounds of the layer.
Parameters:
Name Type Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/IsInLayerBounds.js (Line 7)
Returns:
true
if the tile coordinates are within the bounds of the layer, otherwisefalse
.- Type
- boolean
-
<static> IsometricCullTiles(layer, camera [, outputArray] [, renderOrder])
-
Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
Parameters:
Name Type Argument Default Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
camera
Phaser.Cameras.Scene2D.Camera The Camera to run the cull check against.
outputArray
array <optional>
An optional array to store the Tile objects within.
renderOrder
number <optional>
0 The rendering order constant.
- Since: 3.50.0
- Source: src/tilemaps/components/IsometricCullTiles.js (Line 9)
Returns:
An array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> IsometricTileToWorldXY(tileX, tileY, point, camera, layer)
-
Converts from isometric tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/IsometricTileToWorldXY.js (Line 9)
Returns:
The XY location in world coordinates.
- Type
- Phaser.Math.Vector2
-
<static> IsometricWorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer)
-
Converts from world XY coordinates (pixels) to isometric tile XY coordinates (tile units), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description worldX
number The x coordinate to be converted, in pixels, not tiles.
worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinate down to the nearest integer.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/IsometricWorldToTileXY.js (Line 9)
Returns:
The XY location in tile units.
- Type
- Phaser.Math.Vector2
-
<static> PutTileAt(tile, tileX, tileY, recalculateFaces, layer)
-
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 Description tile
number | Phaser.Tilemaps.Tile The index of this tile to set or a Tile object.
tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
recalculateFaces
boolean true
if the faces data should be recalculated.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/PutTileAt.js (Line 12)
Returns:
The Tile object that was created or added to this map.
- Type
- Phaser.Tilemaps.Tile
-
<static> PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, layer)
-
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 Description tile
number | Phaser.Tilemaps.Tile The index of this tile to set or a Tile object.
worldX
number The x coordinate, in pixels.
worldY
number The y coordinate, in pixels.
recalculateFaces
boolean true
if the faces data should be recalculated.camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/PutTileAtWorldXY.js (Line 12)
Returns:
The Tile object that was created or added to this map.
- Type
- Phaser.Tilemaps.Tile
-
<static> PutTilesAt(tile, tileX, tileY, recalculateFaces, layer)
-
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 Description tile
Array.<number> | Array.<Array.<number>> | Array.<Phaser.Tilemaps.Tile> | Array.<Array.<Phaser.Tilemaps.Tile>> A row (array) or grid (2D array) of Tiles or tile indexes to place.
tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
recalculateFaces
boolean true
if the faces data should be recalculated.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/PutTilesAt.js (Line 10)
-
<static> Randomize(tileX, tileY, width, height, indexes, layer)
-
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 Description tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.indexes
Array.<number> An array of indexes to randomly draw from during randomization.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/Randomize.js (Line 10)
-
<static> RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, layer)
-
Removes the tile at the given tile coordinates in the specified layer and updates the layer's collision information.
Parameters:
Name Type Description tileX
number The x coordinate.
tileY
number The y coordinate.
replaceWithNull
boolean If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.
recalculateFaces
boolean true
if the faces data should be recalculated.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/RemoveTileAt.js (Line 11)
Returns:
The Tile object that was removed.
- Type
- Phaser.Tilemaps.Tile
-
<static> RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, layer)
-
Removes the tile at the given world coordinates in the specified layer and updates the layer's collision information.
Parameters:
Name Type Description worldX
number The x coordinate, in pixels.
worldY
number The y coordinate, in pixels.
replaceWithNull
boolean If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.
recalculateFaces
boolean true
if the faces data should be recalculated.camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/RemoveTileAtWorldXY.js (Line 12)
Returns:
The Tile object that was removed.
- Type
- Phaser.Tilemaps.Tile
-
<static> RenderDebug(graphics, styleConfig, layer)
-
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 Description graphics
Phaser.GameObjects.Graphics The target Graphics object to draw upon.
styleConfig
Phaser.Types.Tilemaps.DebugStyleOptions An object specifying the colors to use for the debug drawing.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/RenderDebug.js (Line 14)
-
<static> ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, layer)
-
Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
findIndex
and updates their index to matchnewIndex
. This only modifies the index and does not change collision information.Parameters:
Name Type Description findIndex
number The index of the tile to search for.
newIndex
number The index of the tile to replace it with.
tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/ReplaceByIndex.js (Line 9)
-
<static> RunCull(layer, bounds, renderOrder, outputArray)
-
Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
Parameters:
Name Type Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
bounds
object An object containing the
left
,right
,top
andbottom
bounds.renderOrder
number The rendering order constant.
outputArray
array The array to store the Tile objects within.
- Since: 3.50.0
- Source: src/tilemaps/components/RunCull.js (Line 7)
Returns:
An array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> SetCollision(indexes, collides, recalculateFaces, layer [, updateLayer])
-
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 Argument Default Description indexes
number | array Either a single tile index, or an array of tile indexes.
collides
boolean If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean Whether or not to recalculate the tile faces after the update.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
updateLayer
boolean <optional>
true If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.
- Since: 3.0.0
- Source: src/tilemaps/components/SetCollision.js (Line 11)
-
<static> SetCollisionBetween(start, stop, collides, recalculateFaces, layer [, updateLayer])
-
Sets collision on a range of tiles in a layer whose index is between the specified
start
andstop
(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. Thecollides
parameter controls if collision will be enabled (true) or disabled (false).Parameters:
Name Type Argument Default Description start
number The first index of the tile to be set for collision.
stop
number The last index of the tile to be set for collision.
collides
boolean If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean Whether or not to recalculate the tile faces after the update.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
updateLayer
boolean <optional>
true If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.
- Since: 3.0.0
- Source: src/tilemaps/components/SetCollisionBetween.js (Line 11)
-
<static> SetCollisionByExclusion(indexes, collides, recalculateFaces, layer)
-
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 Description indexes
Array.<number> An array of the tile indexes to not be counted for collision.
collides
boolean If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean Whether or not to recalculate the tile faces after the update.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/SetCollisionByExclusion.js (Line 11)
-
<static> SetCollisionByProperty(properties, collides, recalculateFaces, layer)
-
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 Description properties
object An object with tile properties and corresponding values that should be checked.
collides
boolean If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean Whether or not to recalculate the tile faces after the update.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/SetCollisionByProperty.js (Line 11)
-
<static> SetCollisionFromCollisionGroup(collides, recalculateFaces, layer)
-
Sets collision on the tiles within a layer by checking each tile's collision group data (typically defined in Tiled within the tileset collision editor). If any objects are found within a tile's 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 Description collides
boolean If true it will enable collision. If false it will clear collision.
recalculateFaces
boolean Whether or not to recalculate the tile faces after the update.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/SetCollisionFromCollisionGroup.js (Line 10)
-
<static> SetLayerCollisionIndex(tileIndex, collides, layer)
-
Internally used method to keep track of the tile indexes that collide within a layer. This updates LayerData.collideIndexes to either contain or not contain the given
tileIndex
.Parameters:
Name Type Description tileIndex
number The tile index to set the collision boolean for.
collides
boolean Should the tile index collide or not?
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/SetLayerCollisionIndex.js (Line 7)
-
<static> SetTileCollision(tile [, collides])
-
Internally used method to set the colliding state of a tile. This does not recalculate interesting faces.
Parameters:
Name Type Argument Default Description tile
Phaser.Tilemaps.Tile The Tile to set the collision on.
collides
boolean <optional>
true Should the tile index collide or not?
- Since: 3.0.0
- Source: src/tilemaps/components/SetTileCollision.js (Line 7)
-
<static> SetTileIndexCallback(indexes, callback, callbackContext, layer)
-
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 Description indexes
number | array Either a single tile index, or an array of tile indexes to have a collision callback set for.
callback
function The callback that will be invoked when the tile is collided with.
callbackContext
object The context under which the callback is called.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/SetTileIndexCallback.js (Line 7)
-
<static> SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, layer)
-
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 Description tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.callback
function The callback that will be invoked when the tile is collided with.
callbackContext
object The context under which the callback is called.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/SetTileLocationCallback.js (Line 9)
-
<static> Shuffle(tileX, tileY, width, height, layer)
-
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 Description tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/Shuffle.js (Line 10)
-
<static> StaggeredCullBounds(layer, camera)
-
Returns the bounds in the given layer that are within the camera's viewport. This is used internally by the cull tiles function.
Parameters:
Name Type Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
camera
Phaser.Cameras.Scene2D.Camera The Camera to run the cull check against.
- Since: 3.50.0
- Source: src/tilemaps/components/StaggeredCullBounds.js (Line 10)
Returns:
An object containing the
left
,right
,top
andbottom
bounds.- Type
- object
-
<static> StaggeredCullTiles(layer, camera [, outputArray] [, renderOrder])
-
Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
Parameters:
Name Type Argument Default Description layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
camera
Phaser.Cameras.Scene2D.Camera The Camera to run the cull check against.
outputArray
array <optional>
An optional array to store the Tile objects within.
renderOrder
number <optional>
0 The rendering order constant.
- Since: 3.50.0
- Source: src/tilemaps/components/StaggeredCullTiles.js (Line 10)
Returns:
An array of Tile objects.
- Type
- Array.<Phaser.Tilemaps.Tile>
-
<static> StaggeredTileToWorldXY(tileX, tileY, point, camera, layer)
-
Converts from staggered tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/StaggeredTileToWorldXY.js (Line 9)
Returns:
The XY location in world coordinates.
- Type
- Phaser.Math.Vector2
-
<static> StaggeredTileToWorldY(tileY, camera, layer)
-
Converts from staggered tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layers position, scale and scroll.
Parameters:
Name Type Description tileY
number The y coordinate, in tiles, not pixels.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/StaggeredTileToWorldY.js (Line 7)
Returns:
The Y location in world coordinates.
- Type
- number
-
<static> StaggeredWorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer)
-
Converts from world XY coordinates (pixels) to staggered tile XY coordinates (tile units), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description worldX
number The x coordinate to be converted, in pixels, not tiles.
worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinate down to the nearest integer.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/StaggeredWorldToTileXY.js (Line 9)
Returns:
The XY location in tile units.
- Type
- Phaser.Math.Vector2
-
<static> StaggeredWorldToTileY(worldY, snapToFloor, camera, layer)
-
Converts from world Y coordinates (pixels) to staggered tile Y coordinates (tile units), factoring in the layers position, scale and scroll.
Parameters:
Name Type Description worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinate down to the nearest integer.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.50.0
- Source: src/tilemaps/components/StaggeredWorldToTileY.js (Line 7)
Returns:
The Y location in tile units.
- Type
- number
-
<static> SwapByIndex(tileA, tileB, tileX, tileY, width, height, layer)
-
Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
indexA
and swaps then withindexB
. This only modifies the index and does not change collision information.Parameters:
Name Type Description tileA
number First tile index.
tileB
number Second tile index.
tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/SwapByIndex.js (Line 9)
-
<static> TileToWorldX(tileX, camera, layer)
-
Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the layer's position, scale and scroll.
Parameters:
Name Type Description tileX
number The x coordinate, in tiles, not pixels.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/TileToWorldX.js (Line 7)
Returns:
- Type
- number
-
<static> TileToWorldXY(tileX, tileY, point, camera, layer)
-
Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description tileX
number The x coordinate, in tiles, not pixels.
tileY
number The y coordinate, in tiles, not pixels.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/TileToWorldXY.js (Line 11)
Returns:
The XY location in world coordinates.
- Type
- Phaser.Math.Vector2
-
<static> TileToWorldY(tileY, camera, layer)
-
Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layer's position, scale and scroll.
Parameters:
Name Type Description tileY
number The y coordinate, in tiles, not pixels.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/TileToWorldY.js (Line 7)
Returns:
The Y location in world coordinates.
- Type
- number
-
<static> WeightedRandomize(tileX, tileY, width, height, weightedIndexes, layer)
-
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 Description tileX
number The left most tile index (in tile coordinates) to use as the origin of the area.
tileY
number The top most tile index (in tile coordinates) to use as the origin of the area.
width
number How many tiles wide from the
tileX
index the area will be.height
number How many tiles tall from the
tileY
index the area will be.weightedIndexes
Array.<object> 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.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/WeightedRandomize.js (Line 9)
-
<static> WorldToTileX(worldX, snapToFloor, camera, layer)
-
Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the layer's position, scale and scroll.
Parameters:
Name Type Argument Description worldX
number The x coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinate down to the nearest integer.
camera
Phaser.Cameras.Scene2D.Camera <nullable>
The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/WorldToTileX.js (Line 7)
Returns:
The X location in tile units.
- Type
- number
-
<static> WorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer)
-
Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the layer's position, scale and scroll. This will return a new Vector2 object or update the given
point
object.Parameters:
Name Type Description worldX
number The x coordinate to be converted, in pixels, not tiles.
worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinate down to the nearest integer.
point
Phaser.Math.Vector2 A Vector2 to store the coordinates in. If not given a new Vector2 is created.
camera
Phaser.Cameras.Scene2D.Camera The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/WorldToTileXY.js (Line 11)
Returns:
The XY location in tile units.
- Type
- Phaser.Math.Vector2
-
<static> WorldToTileY(worldY, snapToFloor, camera, layer)
-
Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the layer's position, scale and scroll.
Parameters:
Name Type Argument Description worldY
number The y coordinate to be converted, in pixels, not tiles.
snapToFloor
boolean Whether or not to round the tile coordinate down to the nearest integer.
camera
Phaser.Cameras.Scene2D.Camera <nullable>
The Camera to use when calculating the tile index from the world values.
layer
Phaser.Tilemaps.LayerData The Tilemap Layer to act upon.
- Since: 3.0.0
- Source: src/tilemaps/components/WorldToTileY.js (Line 7)
Returns:
The Y location in tile units.
- Type
- number