Class: DynamicTilemapLayer

Phaser.Tilemaps. DynamicTilemapLayer

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

A Dynamic Tilemap Layer trades some speed for being able to apply powerful effects. Unlike a Static Tilemap Layer, you can apply per-tile effects like tint or alpha, and you can change the tiles in a DynamicTilemapLayer.

Use this over a Static Tilemap Layer when you need those features.


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

Parameters:
Name Type Argument Default Description
scene Phaser.Scene

The Scene to which this Game Object belongs.

tilemap Phaser.Tilemaps.Tilemap

The Tilemap this layer is a part of.

layerIndex integer

The index of the LayerData associated with this layer.

tileset string | Array.<string> | Phaser.Tilemaps.Tileset | Array.<Phaser.Tilemaps.Tileset>

The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.

x number <optional>
0

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

y number <optional>
0

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 13)

Extends

Members


active :boolean

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.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Default Value:
  • true
Source: src/gameobjects/GameObject.js (Line 95)

alpha :number

The alpha value of the Game Object.

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

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 129)

alphaBottomLeft :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 227)

alphaBottomRight :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 257)

alphaTopLeft :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 167)

alphaTopRight :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 197)

angle :integer

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.

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 196)

blendMode :Phaser.BlendModes|string

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:

  • 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.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/BlendMode.js (Line 30)

<nullable> body :object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body

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

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 168)

cameraFilter :number

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:

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/GameObject.js (Line 142)
Example
this.cameraFilter |= camera.id

cullCallback :function

The callback that is invoked when the tiles are culled.

By default it will call TilemapComponents.CullTiles but you can override this to call any function you like.

It will be sent 3 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.

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

Type:
  • function
Since: 3.11.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 193)

culledTiles :array

Used internally with the canvas render. This holds the tiles that are visible within the camera.

Type:
  • array
Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 126)

cullPaddingX :integer

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

See the method setCullPadding for more details.

Type:
  • integer
Since: 3.11.0
Default Value:
  • 1
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 169)

cullPaddingY :integer

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

See the method setCullPadding for more details.

Type:
  • integer
Since: 3.11.0
Default Value:
  • 1
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 181)

data :Phaser.Data.DataManager

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.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 118)

defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline

The initial WebGL pipeline of this Game Object.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/components/Pipeline.js (Line 17)

depth :number

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 depth starts from zero (the default value) and increases from that point. 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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 28)

displayHeight :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 68)

displayOriginX :number

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 60)

displayOriginY :number

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 84)

displayWidth :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 43)

flipX :boolean

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.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/components/Flip.js (Line 17)

flipY :boolean

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.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/components/Flip.js (Line 31)

gidMap :Array.<Phaser.Tilemaps.Tileset>

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

Type:
Since: 3.14.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 235)

height :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 30)

ignoreDestroy :boolean

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.

Type:
  • boolean
Since: 3.5.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/GameObject.js (Line 178)

<nullable> input :Phaser.Types.Input.InteractiveObject

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

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 157)

<readonly> isTilemap :boolean

Used internally by physics system to perform fast type checks.

Type:
  • boolean
Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 74)

layer :Phaser.Tilemaps.LayerData

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

Type:
Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 102)

layerIndex :integer

The index of the LayerData associated with this layer.

Type:
  • integer
Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 93)

name :string

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

Type:
  • string
Since: 3.0.0
Inherited From:
Default Value:
  • ''
Source: src/gameobjects/GameObject.js (Line 84)

originX :number

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 30)

originY :number

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 43)

parentContainer :Phaser.GameObjects.Container

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

Type:
Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 75)

pipeline :Phaser.Renderer.WebGL.WebGLPipeline

The current WebGL pipeline of this Game Object.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/components/Pipeline.js (Line 28)

renderFlags :integer

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.

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 15
Source: src/gameobjects/GameObject.js (Line 130)

rotation :number

The angle of this Game Object in radians.

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 degrees, see the angle property instead.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 223)

scale :number

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.

Type:
  • number
Since: 3.18.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 98)

scaleX :number

The horizontal scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 134)

scaleY :number

The vertical scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 165)

<protected> scene :Phaser.Scene

The Scene to which this Game Object belongs. Game Objects can only belong to one Scene.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 38)

scrollFactorX :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 16)

scrollFactorY :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 40)

skipCull :boolean

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, and toggling this flag allows you to do so. Also see setSkipCull for a chainable method that does the same thing.

Type:
  • boolean
Since: 3.11.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 136)

state :integer|string

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 move 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.

Type:
  • integer | string
Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 59)

tabIndex :integer

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

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • -1
Source: src/gameobjects/GameObject.js (Line 107)

tilemap :Phaser.Tilemaps.Tilemap

The Tilemap that this layer is a part of.

Type:
Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 84)

<readonly> tilesDrawn :integer

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

Type:
  • integer
Since: 3.11.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 149)

tileset :Array.<Phaser.Tilemaps.Tileset>

The Tileset/s associated with this layer.

As of Phaser 3.14 this property is now an array of Tileset objects, previously it was a single reference.

Type:
Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 115)

<readonly> tilesTotal :integer

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

Type:
  • integer
Since: 3.11.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 159)

type :string

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

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 49)

visible :boolean

The visible state of the Game Object.

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

Type:
  • boolean
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 31)

w :number

The w position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 88)

width :number

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.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 17)

x :number

The x position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 57)

y :number

The y position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 67)

z :number

The z position of this Game Object. Note: Do not use this value to set the z-index, instead see the depth property.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 77)

Methods


addListener(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 111)
Returns:

this.

Type
Phaser.Events.EventEmitter

calculateFacesAt(tileX, tileY)

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 integer

The x coordinate.

tileY integer

The y coordinate.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 341)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

calculateFacesWithin( [tileX] [, tileY] [, width] [, height])

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 Argument Default Description
tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 361)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

clearAlpha()

Clears all alpha values associated with this Game Object.

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 77)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

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

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 Argument Default Description
srcTileX integer

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

srcTileY integer

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

width integer

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

height integer

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

destTileX integer

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

destTileY integer

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

recalculateFaces boolean <optional>
true

true if the faces data should be recalculated.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 424)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

createFromTiles(indexes, replacements, spriteConfig [, scene] [, camera])

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 Argument Default Description
indexes integer | array

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

replacements integer | array

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 <optional>
scene the map is within

The Scene to create the Sprites within.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

The Camera to use when determining the world XY

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 383)
Returns:

An array of the Sprites that were created.

Type
Array.<Phaser.GameObjects.Sprite>

cull( [camera])

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

Parameters:
Name Type Argument Description
camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera to run the cull check against.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 408)
Returns:

An array of Tile objects.

Type
Array.<Phaser.Tilemaps.Tile>

destroy( [removeFromTilemap])

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

Parameters:
Name Type Argument Default Description
removeFromTilemap boolean <optional>
true

Remove this layer from the parent Tilemap?

Since: 3.0.0
Overrides:
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 449)

disableInteractive()

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.

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 402)
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 86)
Returns:

true if the event had listeners, else false.

Type
boolean

eventNames()

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

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 55)
Returns:
Type
array

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

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 Argument Default Description
index integer

The tile index to fill the area with.

tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

recalculateFaces boolean <optional>
true

true if the faces data should be recalculated.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 489)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

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

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 Argument Default 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 <optional>

The context under which the callback should be run.

tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 513)
Returns:

An array of Tile objects.

Type
Array.<Phaser.Tilemaps.Tile>

findByIndex(index [, skip] [, reverse])

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 Argument Default Description
index integer

The tile index value to search for.

skip integer <optional>
0

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

reverse boolean <optional>
false

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 538)
Returns:

A Tile object.

Type
Phaser.Tilemaps.Tile

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

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 Argument Default 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 <optional>

The context under which the callback should be run.

tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 560)
Returns:
Type
Phaser.Tilemaps.Tile

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

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 Argument Default 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 <optional>

The context under which the callback should be run.

tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 583)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

getBottomCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 221)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBottomLeft( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 197)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBottomRight( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 245)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBounds( [output])

Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.

Parameters:
Name Type Argument Description
output Phaser.Geom.Rectangle | object <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 269)
Returns:

The values stored in the output object.

Type
Phaser.Geom.Rectangle | object

getCenter( [output])

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

Parameters:
Name Type Argument Description
output Phaser.Math.Vector2 | object <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 54)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getData(key)

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 Description
key string | Array.<string>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 333)
Returns:

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

Type
*

getIndexList()

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.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 501)
Returns:

An array of display list position indexes.

Type
Array.<integer>

getLeftCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 149)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getLocalTransformMatrix( [tempMatrix])

Gets the local transform matrix for this Game Object.

Parameters:
Name Type Argument Description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

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

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 446)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getParentRotation()

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.

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 500)
Returns:

The sum total rotation, in radians, of all parent containers of this Game Object.

Type
number

getPipelineName()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 107)
Returns:

The string-based name of the pipeline being used by this Game Object.

Type
string

getRightCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 173)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTileAt(tileX, tileY [, nonNull])

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

Parameters:
Name Type Argument Default Description
tileX integer

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

tileY integer

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

nonNull boolean <optional>
false

If true getTile won't return null for empty tiles, but a Tile object with an index of -1.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 607)
Returns:

The tile at the given coordinates or null if no tile was found or the coordinates were invalid.

Type
Phaser.Tilemaps.Tile

getTileAtWorldXY(worldX, worldY [, nonNull] [, camera])

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

Parameters:
Name Type Argument Default 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 <optional>
false

If true, function won't return null for empty tiles, but a Tile object with an index of -1.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 624)
Returns:

The tile at the given coordinates or null if no tile was found or the coordinates were invalid.

Type
Phaser.Tilemaps.Tile

getTilesWithin( [tileX] [, tileY] [, width] [, height] [, filteringOptions])

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

Parameters:
Name Type Argument Default Description
tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

filteringOptions Phaser.Types.Tilemaps.FilteringOptions <optional>

Optional filters to apply when getting the tiles.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 643)
Returns:

An array of Tile objects.

Type
Array.<Phaser.Tilemaps.Tile>

getTilesWithinShape(shape [, filteringOptions] [, camera])

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 Argument Default 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>

Optional filters to apply when getting the tiles.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 662)
Returns:

An array of Tile objects.

Type
Array.<Phaser.Tilemaps.Tile>

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

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

Parameters:
Name Type Argument Default 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>

Optional filters to apply when getting the tiles.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 680)
Returns:

An array of Tile objects.

Type
Array.<Phaser.Tilemaps.Tile>

getTopCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 101)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopLeft( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 77)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopRight( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

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

includeParent boolean <optional>
false

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 125)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getWorldTransformMatrix( [tempMatrix] [, parentMatrix])

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

Parameters:
Name Type Argument Description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

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

parentMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A temporary matrix to hold parent values during the calculations.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 463)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

hasTileAt(tileX, tileY)

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 integer

The x coordinate, in tiles, not pixels.

tileY integer

The y coordinate, in tiles, not pixels.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 700)
Returns:

true if a tile was found at the given location, otherwise false.

Type
boolean

hasTileAtWorldXY(worldX, worldY [, camera])

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 Argument Default Description
worldX number

The x coordinate, in pixels.

worldY number

The y coordinate, in pixels.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 717)
Returns:

true if a tile was found at the given location, otherwise false.

Type
boolean

initPipeline( [pipelineName])

Sets the initial WebGL Pipeline of this Game Object. This should only be called during the instantiation of the Game Object.

Parameters:
Name Type Argument Default Description
pipelineName string <optional>
TextureTintPipeline

The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 39)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 75)
Returns:

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 64)
Returns:

The registered listeners.

Type
array

off(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 151)
Returns:

this.

Type
Phaser.Events.EventEmitter

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 98)
Returns:

this.

Type
Phaser.Events.EventEmitter

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 124)
Returns:

this.

Type
Phaser.Events.EventEmitter

putTileAt(tile, tileX, tileY [, recalculateFaces])

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 Argument Default Description
tile integer | Phaser.Tilemaps.Tile

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

tileX integer

The x coordinate, in tiles, not pixels.

tileY integer

The y coordinate, in tiles, not pixels.

recalculateFaces boolean <optional>
true

true if the faces data should be recalculated.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 735)
Returns:

A Tile object.

Type
Phaser.Tilemaps.Tile

putTileAtWorldXY(tile, worldX, worldY [, recalculateFaces] [, camera])

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 Argument Default Description
tile integer | 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 <optional>
true

true if the faces data should be recalculated.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 756)
Returns:

A Tile object.

Type
Phaser.Tilemaps.Tile

putTilesAt(tile, tileX, tileY [, recalculateFaces])

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 Argument Default Description
tile Array.<integer> | Array.<Array.<integer>> | Array.<Phaser.Tilemaps.Tile> | Array.<Array.<Phaser.Tilemaps.Tile>>

A row (array) or grid (2D array) of Tiles or tile indexes to place.

tileX integer

The x coordinate, in tiles, not pixels.

tileY integer

The y coordinate, in tiles, not pixels.

recalculateFaces boolean <optional>
true

true if the faces data should be recalculated.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 778)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

randomize( [tileX] [, tileY] [, width] [, height] [, indexes])

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 Argument Default Description
tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

indexes Array.<integer> <optional>

An array of indexes to randomly draw from during randomization.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 802)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

Parameters:
Name Type Argument Description
event string | symbol <optional>

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 165)
Returns:

this.

Type
Phaser.Events.EventEmitter

removeInteractive()

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.)

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 426)
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

removeListener(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 137)
Returns:

this.

Type
Phaser.Events.EventEmitter

removeTileAt(tileX, tileY [, replaceWithNull] [, recalculateFaces])

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

Parameters:
Name Type Argument Default Description
tileX integer

The x coordinate, in tiles, not pixels.

tileY integer

The y coordinate, in tiles, not pixels.

replaceWithNull boolean <optional>
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 <optional>
true

true if the faces data should be recalculated.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 827)
Returns:

A Tile object.

Type
Phaser.Tilemaps.Tile

removeTileAtWorldXY(worldX, worldY [, replaceWithNull] [, recalculateFaces] [, camera])

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

Parameters:
Name Type Argument Default Description
worldX number

The x coordinate, in pixels.

worldY number

The y coordinate, in pixels.

replaceWithNull boolean <optional>
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 <optional>
true

true if the faces data should be recalculated.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 846)
Returns:

A Tile object.

Type
Phaser.Tilemaps.Tile

renderDebug(graphics, styleConfig)

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.StyleConfig

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 866)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

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

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 Argument Default Description
findIndex integer

The index of the tile to search for.

newIndex integer

The index of the tile to replace it with.

tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 887)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

resetFlip()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 140)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

resetPipeline()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 91)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

setActive(value)

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 Description
value boolean

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 195)
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setAlpha( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])

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 Argument Default Description
topLeft number <optional>
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 <optional>

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

bottomLeft number <optional>

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

bottomRight number <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 92)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setAngle( [degrees])

Sets the angle of this Game Object.

Parameters:
Name Type Argument Default Description
degrees number <optional>
0

The rotation of this Game Object, in degrees.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 329)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setBlendMode(value)

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:

  • 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 Description
value string | Phaser.BlendModes

The BlendMode value. Either a string or a CONST.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/BlendMode.js (Line 79)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setCollision(indexes [, collides] [, recalculateFaces])

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 integer | array

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

collides boolean <optional>
true

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

recalculateFaces boolean <optional>
true

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 959)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setCollisionBetween(start, stop [, collides] [, recalculateFaces])

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 Argument Default Description
start integer

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

stop integer

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

collides boolean <optional>
true

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

recalculateFaces boolean <optional>
true

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 980)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setCollisionByExclusion(indexes [, collides] [, recalculateFaces])

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).

Parameters:
Name Type Argument Default Description
indexes Array.<integer>

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

collides boolean <optional>
true

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

recalculateFaces boolean <optional>
true

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1028)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setCollisionByProperty(properties [, collides] [, recalculateFaces])

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 Argument Default Description
properties object

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

collides boolean <optional>
true

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

recalculateFaces boolean <optional>
true

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1003)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setCollisionFromCollisionGroup( [collides] [, recalculateFaces])

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 Argument Default Description
collides boolean <optional>
true

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

recalculateFaces boolean <optional>
true

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1049)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setCullPadding( [paddingX] [, paddingY])

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 Argument Default Description
paddingX integer <optional>
1

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

paddingY integer <optional>
1

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

Since: 3.11.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 933)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setData(key [, data])

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.

Parameters:
Name Type Argument Description
key string | object

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

data * <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 274)
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setDataEnabled()

Adds a Data Manager component to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 255)
See:
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setDepth(value)

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 depth starts from zero (the default value) and increases from that point. 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 Description
value integer

The depth of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 58)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setDisplayOrigin( [x] [, y])

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 Argument Default Description
x number <optional>
0

The horizontal display origin value.

y number <optional>
x

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 155)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setDisplaySize(width, height)

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 120)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setFlip(x, y)

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 Description
x boolean

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

y boolean

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 117)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setFlipX(value)

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 Description
value boolean

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 79)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setFlipY(value)

Sets the vertical flipped state of this Game Object.

Parameters:
Name Type Description
value boolean

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 100)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setInteractive( [shape] [, callback] [, dropZone])

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 Argument Default Description
shape Phaser.Types.Input.InputConfiguration | any <optional>

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

callback Phaser.Types.Input.HitAreaCallback <optional>

A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.

dropZone boolean <optional>
false

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 373)
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setName(value)

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 Description
value string

The name to be given to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 213)
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setOrigin( [x] [, y])

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:
Name Type Argument Default Description
x number <optional>
0.5

The horizontal origin value.

y number <optional>
x

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 108)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setOriginFromFrame()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 132)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setPipeline(pipelineName)

Sets the active WebGL Pipeline of this Game Object.

Parameters:
Name Type Description
pipelineName string

The name of the pipeline to set on this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 68)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setPosition( [x] [, y] [, z] [, w])

Sets the position of this Game Object.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x position of this Game Object.

y number <optional>
x

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

z number <optional>
0

The z position of this Game Object.

w number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 250)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setRandomPosition( [x] [, y] [, width] [, height])

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 Argument Default Description
x number <optional>
0

The x position of the top-left of the random area.

y number <optional>
0

The y position of the top-left of the random area.

width number <optional>

The width of the random area.

height number <optional>

The height of the random area.

Since: 3.8.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 278)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setRenderOrder(renderOrder)

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 Description
renderOrder integer | string

The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.

Since: 3.12.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 299)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setRotation( [radians])

Sets the rotation of this Game Object.

Parameters:
Name Type Argument Default Description
radians number <optional>
0

The rotation of this Game Object, in radians.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 310)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setScale(x [, y])

Sets the scale of this Game Object.

Parameters:
Name Type Argument Default Description
x number

The horizontal scale of this Game Object.

y number <optional>
x

The vertical scale of this Game Object. If not set it will use the x value.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 348)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setScrollFactor(x [, y])

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 Argument Default Description
x number

The horizontal scroll factor of this Game Object.

y number <optional>
x

The vertical scroll factor of this Game Object. If not set it will use the x value.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ScrollFactor.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setSize(width, height)

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 Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 93)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setSkipCull( [value])

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 Argument Default Description
value boolean <optional>
true

Set to true to stop culling tiles. Set to false to enable culling again.

Since: 3.11.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 911)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setState(value)

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 Description
value integer | string

The state of the Game Object.

Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 231)
Returns:

This GameObject.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setTileIndexCallback(indexes, callback, callbackContext)

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 integer | Array.<integer>

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.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1070)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setTileLocationCallback( [tileX] [, tileY] [, width] [, height] [, callback] [, callbackContext])

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 Argument Default Description
tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

callback function <optional>

The callback that will be invoked when the tile is collided with.

callbackContext object <optional>

The context under which the callback is called.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1092)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setVisible(value)

Sets the visibility of this Game Object.

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

Parameters:
Name Type Description
value boolean

The visible state of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 63)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setW( [value])

Sets the w position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 427)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setX( [value])

Sets the x position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The x position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 370)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setY( [value])

Sets the y position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The y position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 389)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

setZ( [value])

Sets the z position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The z position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 408)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

shuffle( [tileX] [, tileY] [, width] [, height])

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 Argument Default Description
tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1116)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

shutdown()

Removes all listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 31)

swapByIndex(tileA, tileB [, tileX] [, tileY] [, width] [, height])

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 Argument Default Description
tileA integer

First tile index.

tileB integer

Second tile index.

tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1139)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

tileToWorldX(tileX [, camera])

Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the layers position, scale and scroll.

Parameters:
Name Type Argument Default Description
tileX integer

The x coordinate, in tiles, not pixels.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1163)
Returns:
Type
number

tileToWorldXY(tileX, tileY [, point] [, camera])

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 Argument Default Description
tileX integer

The x coordinate, in tiles, not pixels.

tileY integer

The y coordinate, in tiles, not pixels.

point Phaser.Math.Vector2 <optional>

A Vector2 to store the coordinates in. If not given a new Vector2 is created.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1197)
Returns:
Type
Phaser.Math.Vector2

tileToWorldY(tileY [, camera])

Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the layers position, scale and scroll.

Parameters:
Name Type Argument Default Description
tileY integer

The y coordinate, in tiles, not pixels.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1180)
Returns:
Type
number

toggleFlipX()

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.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 45)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

toggleFlipY()

Toggles the vertical flipped state of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

toJSON()

Returns a JSON representation of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 472)
Returns:

A JSON representation of the Game Object.

Type
Phaser.Types.GameObjects.JSONGameObject

update( [args])

To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

Parameters:
Name Type Argument Description
args * <optional>
<repeatable>

args

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 460)

updateDisplayOrigin()

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.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 178)
Returns:

This Game Object instance.

Type
Phaser.Tilemaps.DynamicTilemapLayer

weightedRandomize( [tileX] [, tileY] [, width] [, height] [, weightedIndexes])

Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the specified layer. Each tile will recieve 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 Argument Default Description
tileX integer <optional>
0

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

tileY integer <optional>
0

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

width integer <optional>
max width based on tileX

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

height integer <optional>
max height based on tileY

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

weightedIndexes Array.<object> <optional>

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.

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1217)
Returns:

This Tilemap Layer object.

Type
Phaser.Tilemaps.DynamicTilemapLayer

willRender(camera)

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 Description
camera Phaser.Cameras.Scene2D.Camera

The Camera to check against this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 485)
Returns:

True if the Game Object should be rendered, otherwise false.

Type
boolean

worldToTileX(worldX [, snapToFloor] [, camera])

Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the layers position, scale and scroll.

Parameters:
Name Type Argument Default Description
worldX number

The x coordinate to be converted, in pixels, not tiles.

snapToFloor boolean <optional>
true

Whether or not to round the tile coordinate down to the nearest integer.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1252)
Returns:
Type
number

worldToTileXY(worldX, worldY [, snapToFloor] [, point] [, camera])

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 Argument Default 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 <optional>
true

Whether or not to round the tile coordinate down to the nearest integer.

point Phaser.Math.Vector2 <optional>

A Vector2 to store the coordinates in. If not given a new Vector2 is created.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1288)
Returns:
Type
Phaser.Math.Vector2

worldToTileY(worldY [, snapToFloor] [, camera])

Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the layers position, scale and scroll.

Parameters:
Name Type Argument Default Description
worldY number

The y coordinate to be converted, in pixels, not tiles.

snapToFloor boolean <optional>
true

Whether or not to round the tile coordinate down to the nearest integer.

camera Phaser.Cameras.Scene2D.Camera <optional>
main camera

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

Since: 3.0.0
Source: src/tilemaps/dynamiclayer/DynamicTilemapLayer.js (Line 1270)
Returns:
Type
number