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These archived docs are for Phaser 2.6.1 Phaser 3 docs can be found on newdocs.phaser.io.
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Constructor

Phaser. Tilemap

new Tilemap(game, key, tileWidth, tileHeight, width, height)

Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file. To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key. When using CSV data you must provide the key and the tileWidth and tileHeight parameters. If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use Tilemap.create or pass the map and tile dimensions here. Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it. A Tile map is rendered to the display using a TilemapLayer. It is not added to the display list directly itself. A map may have multiple layers. You can perform operations on the map data such as copying, pasting, filling and shuffling the tiles around.

Parameters
Name Type Argument Default Description
game Phaser.Game

Game reference to the currently running game.

key string <optional>

The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass null.

tileWidth number <optional>
32

The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.

tileHeight number <optional>
32

The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.

width number <optional>
10

The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.

height number <optional>
10

The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.

Source code: tilemap/Tilemap.js (Line 25)

Public Properties

[static] CSV : number

Source code: tilemap/Tilemap.js (Line 168)

[static] EAST : number

Source code: tilemap/Tilemap.js (Line 186)

[static] NORTH : number

Source code: tilemap/Tilemap.js (Line 180)

[static] SOUTH : number

Source code: tilemap/Tilemap.js (Line 192)

[static] TILED_JSON : number

Source code: tilemap/Tilemap.js (Line 174)

[static] WEST : number

Source code: tilemap/Tilemap.js (Line 198)

collideIndexes :array

An array of tile indexes that collide.

Source code: tilemap/Tilemap.js (Line 122)

collision :array

An array of collision data (polylines, etc).

Source code: tilemap/Tilemap.js (Line 127)

currentLayer : number

The current layer.

Source code: tilemap/Tilemap.js (Line 137)

debugMap :array

Map data used for debug values only.

Source code: tilemap/Tilemap.js (Line 142)

format : number

The format of the map data, either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.

Source code: tilemap/Tilemap.js (Line 72)

game : Phaser.Game

A reference to the currently running Game.

Source code: tilemap/Tilemap.js (Line 30)

height : number

The height of the map (in tiles).

Source code: tilemap/Tilemap.js (Line 52)

heightInPixels : number

The height of the map in pixels based on height * tileHeight.

Source code: tilemap/Tilemap.js (Line 92)

imagecollections :array

An array of Image Collections.

Source code: tilemap/Tilemap.js (Line 107)

images :array

An array of Tiled Image Layers.

Source code: tilemap/Tilemap.js (Line 132)

key : string

The key of this map data in the Phaser.Cache.

Source code: tilemap/Tilemap.js (Line 35)

layer : number | string | Phaser.TilemapLayer

The current layer object.

Type
Source code: tilemap/Tilemap.js (Line 1906)

layers :array

An array of Tilemap layer data.

Source code: tilemap/Tilemap.js (Line 97)

objects :array

An array of Tiled Object Layers.

Source code: tilemap/Tilemap.js (Line 117)

orientation : string

The orientation of the map data (as specified in Tiled), usually 'orthogonal'.

Source code: tilemap/Tilemap.js (Line 67)

properties : Object

Map specific properties as specified in Tiled.

Source code: tilemap/Tilemap.js (Line 82)

tileHeight : number

The base height of the tiles in the map (in pixels).

Source code: tilemap/Tilemap.js (Line 62)

tiles :array

The super array of Tiles.

Source code: tilemap/Tilemap.js (Line 112)

tilesets :array

An array of Tilesets.

Source code: tilemap/Tilemap.js (Line 102)

tileWidth : number

The base width of the tiles in the map (in pixels).

Source code: tilemap/Tilemap.js (Line 57)

version : number

The version of the map data (as specified in Tiled, usually 1).

Source code: tilemap/Tilemap.js (Line 77)

width : number

The width of the map (in tiles).

Source code: tilemap/Tilemap.js (Line 47)

widthInPixels : number

The width of the map in pixels based on width * tileWidth.

Source code: tilemap/Tilemap.js (Line 87)

Public Methods

addTilesetImage(tileset, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) → {Phaser.Tileset}

Adds an image to the map to be used as a tileset. A single map may use multiple tilesets. Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled editor.

Parameters
Name Type Argument Default Description
tileset string

The name of the tileset as specified in the map data.

key string | Phaser.BitmapData <optional>

The key of the Phaser.Cache image used for this tileset. If undefined or null it will look for an image with a key matching the tileset parameter. You can also pass in a BitmapData which can be used instead of an Image.

tileWidth number <optional>
32

The width of the tiles in the Tileset Image. If not given it will default to the map.tileWidth value, if that isn't set then 32.

tileHeight number <optional>
32

The height of the tiles in the Tileset Image. If not given it will default to the map.tileHeight value, if that isn't set then 32.

tileMargin number <optional>
0

The width of the tiles in the Tileset Image.

tileSpacing number <optional>
0

The height of the tiles in the Tileset Image.

gid number <optional>
0

If adding multiple tilesets to a blank/dynamic map, specify the starting GID the set will use here.

Returns

Returns the Tileset object that was created or updated, or null if it failed.

Source code: tilemap/Tilemap.js (Line 245)

<internal> calculateFaces(layer)

Internal function.

Parameters
Name Type Description
layer number

The index of the TilemapLayer to operate on.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: tilemap/Tilemap.js (Line 1036)

copy(x, y, width, height, layer) → {array}

Copies all of the tiles in the given rectangular block into the tilemap data buffer.

Parameters
Name Type Argument Description
x integer

X position of the top left of the area to copy (given in tiles, not pixels)

y integer

Y position of the top left of the area to copy (given in tiles, not pixels)

width integer

The width of the area to copy (given in tiles, not pixels)

height integer

The height of the area to copy (given in tiles, not pixels)

layer integer | string | Phaser.TilemapLayer <optional>

The layer to copy the tiles from.

Returns
array -

An array of the tiles that were copied.

Source code: tilemap/Tilemap.js (Line 1502)

create(name, width, height, tileWidth, tileHeight, group) → {Phaser.TilemapLayer}

Creates an empty map of the given dimensions and one blank layer. If layers already exist they are erased.

Parameters
Name Type Argument Description
name string

The name of the default layer of the map.

width number

The width of the map in tiles.

height number

The height of the map in tiles.

tileWidth number

The width of the tiles the map uses for calculations.

tileHeight number

The height of the tiles the map uses for calculations.

group Phaser.Group <optional>

Optional Group to add the layer to. If not specified it will be added to the World group.

Returns

The TilemapLayer object. This is an extension of Phaser.Image and can be moved around the display list accordingly.

Source code: tilemap/Tilemap.js (Line 202)

createBlankLayer(name, width, height, tileWidth, tileHeight, group) → {Phaser.TilemapLayer}

Creates a new and empty layer on this Tilemap. By default TilemapLayers are fixed to the camera.

Parameters
Name Type Argument Description
name string

The name of this layer. Must be unique within the map.

width number

The width of the layer in tiles.

height number

The height of the layer in tiles.

tileWidth number

The width of the tiles the layer uses for calculations.

tileHeight number

The height of the tiles the layer uses for calculations.

group Phaser.Group <optional>

Optional Group to add the layer to. If not specified it will be added to the World group.

Returns

The TilemapLayer object. This is an extension of Phaser.Image and can be moved around the display list accordingly.

Source code: tilemap/Tilemap.js (Line 597)

createFromObjects(name, gid, key, frame, exists, autoCull, group, CustomClass, adjustY)

Creates a Sprite for every object matching the given gid in the map data. You can optionally specify the group that the Sprite will be created in. If none is given it will be created in the World. All properties from the map data objectgroup are copied across to the Sprite, so you can use this as an easy way to configure Sprite properties from within the map editor. For example giving an object a property of alpha: 0.5 in the map editor will duplicate that when the Sprite is created. You could also give it a value like: body.velocity.x: 100 to set it moving automatically.

Parameters
Name Type Argument Default Description
name string

The name of the Object Group to create Sprites from.

gid number

The layer array index value, or if a string is given the layer name within the map data.

key string

The Game.cache key of the image that this Sprite will use.

frame number | string <optional>

If the Sprite image contains multiple frames you can specify which one to use here.

exists boolean <optional>
true

The default exists state of the Sprite.

autoCull boolean <optional>
false

The default autoCull state of the Sprite. Sprites that are autoCulled are culled from the camera if out of its range.

group Phaser.Group <optional>
Phaser.World

Group to add the Sprite to. If not specified it will be added to the World group.

CustomClass object <optional>
Phaser.Sprite

If you wish to create your own class, rather than Phaser.Sprite, pass the class here. Your class must extend Phaser.Sprite and have the same constructor parameters.

adjustY boolean <optional>
true

By default the Tiled map editor uses a bottom-left coordinate system. Phaser uses top-left. So most objects will appear too low down. This parameter moves them up by their height.

Source code: tilemap/Tilemap.js (Line 370)

createFromTiles(tiles, replacements, key, layer, group, properties) → {integer}

Creates a Sprite for every object matching the given tile indexes in the map data. You can specify the group that the Sprite will be created in. If none is given it will be created in the World. You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down special tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.

Parameters
Name Type Argument Default Description
tiles 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 not change.

key string

The Game.cache key of the image that this Sprite will use.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on.

group Phaser.Group <optional>
Phaser.World

Group to add the Sprite to. If not specified it will be added to the World group.

properties object <optional>

An object that contains the default properties for your newly created Sprite. This object will be iterated and any matching Sprite property will be set.

Returns
integer -

The number of Sprites that were created.

Source code: tilemap/Tilemap.js (Line 459)

createLayer(layer, width, height, group, pixiTest) → {Phaser.TilemapLayer}

Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera. The layer parameter is important. If you've created your map in Tiled then you can get this by looking in Tiled and looking at the Layer name. Or you can open the JSON file it exports and look at the layers[].name value. Either way it must match. If you wish to create a blank layer to put your own tiles on then see Tilemap.createBlankLayer.

Parameters
Name Type Argument Description
layer number | string

The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.

width number <optional>

The rendered width of the layer, should never be wider than Game.width. If not given it will be set to Game.width.

height number <optional>

The rendered height of the layer, should never be wider than Game.height. If not given it will be set to Game.height.

group Phaser.Group <optional>

Optional Group to add the object to. If not specified it will be added to the World group.

pixiTest boolean <optional>

Temporary additional flag to enable tests of the PIXI.Tilemap renderer

Returns

The TilemapLayer object. This is an extension of Phaser.Sprite and can be moved around the display list accordingly.

Source code: tilemap/Tilemap.js (Line 553)

destroy()

Removes all layer data from this tile map and nulls the game reference. Note: You are responsible for destroying any TilemapLayer objects you generated yourself, as Tilemap doesn't keep a reference to them.

Source code: tilemap/Tilemap.js (Line 1888)

dump()

Dumps the tilemap data out to the console.

Source code: tilemap/Tilemap.js (Line 1847)

fill(index, x, y, width, height, layer)

Fills the given area with the specified tile.

Parameters
Name Type Argument Description
index number

The index of the tile that the area will be filled with.

x number

X position of the top left of the area to operate one, given in tiles, not pixels.

y number

Y position of the top left of the area to operate one, given in tiles, not pixels.

width number

The width in tiles of the area to operate on.

height number

The height in tiles of the area to operate on.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on.

Source code: tilemap/Tilemap.js (Line 1804)

forEach(callback, context, x, y, width, height, layer)

For each tile in the given area defined by x/y and width/height run the given callback.

Parameters
Name Type Argument Description
callback number

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

context number

The context under which the callback should be run.

x number

X position of the top left of the area to operate one, given in tiles, not pixels.

y number

Y position of the top left of the area to operate one, given in tiles, not pixels.

width number

The width in tiles of the area to operate on.

height number

The height in tiles of the area to operate on.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on.

Source code: tilemap/Tilemap.js (Line 1653)

getImageIndex(name) → {number}

Gets the image index based on its name.

Parameters
Name Type Description
name string

The name of the image to get.

Returns
number -

The index of the image in this tilemap, or null if not found.

Source code: tilemap/Tilemap.js (Line 729)

<internal> getIndex(location, name) → {number}

Gets the layer index based on the layers name.

Parameters
Name Type Description
location array

The local array to search.

name string

The name of the array element to get.

Returns
number -

The index of the element in the array, or null if not found.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: tilemap/Tilemap.js (Line 680)

<internal> getLayer(layer) → {number}

Gets the TilemapLayer index as used in the setCollision calls.

Parameters
Name Type Description
layer number | string | Phaser.TilemapLayer

The layer to operate on. If not given will default to this.currentLayer.

Returns
number -

The TilemapLayer index.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: tilemap/Tilemap.js (Line 980)

getLayerIndex(name) → {number}

Gets the layer index based on its name.

Parameters
Name Type Description
name string

The name of the layer to get.

Returns
number -

The index of the layer in this tilemap, or null if not found.

Source code: tilemap/Tilemap.js (Line 703)

getTile(x, y, layer, nonNull) → {Phaser.Tile}

Gets a tile from the Tilemap Layer. The coordinates are given in tile values.

Parameters
Name Type Argument Default Description
x number

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

y number

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

layer number | string | Phaser.TilemapLayer <optional>

The layer to get the tile from.

nonNull boolean <optional>
false

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

Returns

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

Source code: tilemap/Tilemap.js (Line 1435)

getTileAbove(layer, x, y)

Gets the tile above the tile coordinates given. Mostly used as an internal function by calculateFaces.

Parameters
Name Type Description
layer number

The local layer index to get the tile from. Can be determined by Tilemap.getLayer().

x number

The x coordinate to get the tile from. In tiles, not pixels.

y number

The y coordinate to get the tile from. In tiles, not pixels.

Source code: tilemap/Tilemap.js (Line 1106)

getTileBelow(layer, x, y)

Gets the tile below the tile coordinates given. Mostly used as an internal function by calculateFaces.

Parameters
Name Type Description
layer number

The local layer index to get the tile from. Can be determined by Tilemap.getLayer().

x number

The x coordinate to get the tile from. In tiles, not pixels.

y number

The y coordinate to get the tile from. In tiles, not pixels.

Source code: tilemap/Tilemap.js (Line 1126)

getTileLeft(layer, x, y)

Gets the tile to the left of the tile coordinates given. Mostly used as an internal function by calculateFaces.

Parameters
Name Type Description
layer number

The local layer index to get the tile from. Can be determined by Tilemap.getLayer().

x number

The x coordinate to get the tile from. In tiles, not pixels.

y number

The y coordinate to get the tile from. In tiles, not pixels.

Source code: tilemap/Tilemap.js (Line 1146)

getTileRight(layer, x, y)

Gets the tile to the right of the tile coordinates given. Mostly used as an internal function by calculateFaces.

Parameters
Name Type Description
layer number

The local layer index to get the tile from. Can be determined by Tilemap.getLayer().

x number

The x coordinate to get the tile from. In tiles, not pixels.

y number

The y coordinate to get the tile from. In tiles, not pixels.

Source code: tilemap/Tilemap.js (Line 1166)

getTilesetIndex(name) → {number}

Gets the tileset index based on its name.

Parameters
Name Type Description
name string

The name of the tileset to get.

Returns
number -

The index of the tileset in this tilemap, or null if not found.

Source code: tilemap/Tilemap.js (Line 716)

getTileWorldXY(x, y, tileWidth, tileHeight, layer, nonNull) → {Phaser.Tile}

Gets a tile from the Tilemap layer. The coordinates are given in pixel values.

Parameters
Name Type Argument Default Description
x number

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

y number

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

tileWidth number <optional>

The width of the tiles. If not given the map default is used.

tileHeight number <optional>

The height of the tiles. If not given the map default is used.

layer number | string | Phaser.TilemapLayer <optional>

The layer to get the tile from.

nonNull boolean <optional>
false

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

Returns

The tile at the given coordinates.

Source code: tilemap/Tilemap.js (Line 1476)

hasTile(x, y, layer) → {boolean}

Checks if there is a tile at the given location.

Parameters
Name Type Description
x number

X position to check if a tile exists at (given in tile units, not pixels)

y number

Y position to check if a tile exists at (given in tile units, not pixels)

layer number | string | Phaser.TilemapLayer

The layer to set as current.

Returns
boolean -

True if there is a tile at the given location, otherwise false.

Source code: tilemap/Tilemap.js (Line 1203)

paste(x, y, tileblock, layer)

Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy.

Parameters
Name Type Argument Description
x number

X position of the top left of the area to paste to (given in tiles, not pixels)

y number

Y position of the top left of the area to paste to (given in tiles, not pixels)

tileblock array

The block of tiles to paste.

layer number | string | Phaser.TilemapLayer <optional>

The layer to paste the tiles into.

Source code: tilemap/Tilemap.js (Line 1564)

putTile(tile, x, y, layer) → {Phaser.Tile}

Puts a tile of the given index value at the coordinate specified. If you pass null as the tile it will pass your call over to Tilemap.removeTile instead.

Parameters
Name Type Argument Description
tile Phaser.Tile | number | null

The index of this tile to set or a Phaser.Tile object. If null the tile is removed from the map.

x number

X position to place the tile (given in tile units, not pixels)

y number

Y position to place the tile (given in tile units, not pixels)

layer number | string | Phaser.TilemapLayer <optional>

The layer to modify.

Returns

The Tile object that was created or added to this map.

Source code: tilemap/Tilemap.js (Line 1274)

putTileWorldXY(tile, x, y, tileWidth, tileHeight, layer) → {Phaser.Tile}

Puts a tile into the Tilemap layer. The coordinates are given in pixel values.

Parameters
Name Type Argument Description
tile Phaser.Tile | number

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

x number

X position to insert the tile (given in pixels)

y number

Y position to insert the tile (given in pixels)

tileWidth number

The width of the tile in pixels.

tileHeight number

The height of the tile in pixels.

layer number | string | Phaser.TilemapLayer <optional>

The layer to modify.

Returns

The Tile object that was created or added to this map.

Source code: tilemap/Tilemap.js (Line 1345)

random(x, y, width, height, layer)

Randomises a set of tiles in a given area.

Parameters
Name Type Argument Description
x number

X position of the top left of the area to operate one, given in tiles, not pixels.

y number

Y position of the top left of the area to operate one, given in tiles, not pixels.

width number

The width in tiles of the area to operate on.

height number

The height in tiles of the area to operate on.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on.

Source code: tilemap/Tilemap.js (Line 1717)

removeAllLayers()

Removes all layers from this tile map.

Source code: tilemap/Tilemap.js (Line 1835)

removeTile(x, y, layer) → {Phaser.Tile}

Removes the tile located at the given coordinates and updates the collision data.

Parameters
Name Type Argument Description
x number

X position to place the tile (given in tile units, not pixels)

y number

Y position to place the tile (given in tile units, not pixels)

layer number | string | Phaser.TilemapLayer <optional>

The layer to modify.

Returns

The Tile object that was removed from this map.

Source code: tilemap/Tilemap.js (Line 1221)

removeTileWorldXY(x, y, tileWidth, tileHeight, layer) → {Phaser.Tile}

Removes the tile located at the given coordinates and updates the collision data. The coordinates are given in pixel values.

Parameters
Name Type Argument Description
x number

X position to insert the tile (given in pixels)

y number

Y position to insert the tile (given in pixels)

tileWidth number

The width of the tile in pixels.

tileHeight number

The height of the tile in pixels.

layer number | string | Phaser.TilemapLayer <optional>

The layer to modify.

Returns

The Tile object that was removed from this map.

Source code: tilemap/Tilemap.js (Line 1252)

replace(source, dest, x, y, width, height, layer)

Scans the given area for tiles with an index matching source and updates their index to match dest.

Parameters
Name Type Argument Description
source number

The tile index value to scan for.

dest number

The tile index value to replace found tiles with.

x number

X position of the top left of the area to operate one, given in tiles, not pixels.

y number

Y position of the top left of the area to operate one, given in tiles, not pixels.

width number

The width in tiles of the area to operate on.

height number

The height in tiles of the area to operate on.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on.

Source code: tilemap/Tilemap.js (Line 1682)

searchTileIndex(index, skip, reverse, layer) → {Phaser.Tile}

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

Parameters
Name Type Argument Default Description
index number

The tile index value to search for.

skip number <optional>
0

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

reverse number <optional>
false

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

layer number | string | Phaser.TilemapLayer <optional>

The layer to get the tile from.

Returns

The first (or n skipped) tile with the matching index.

Source code: tilemap/Tilemap.js (Line 1368)

setCollision(indexes, collides, layer, recalculate)

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

Parameters
Name Type Argument Default Description
indexes number | array

Either a single tile index, or an array of tile IDs to be checked for collision.

collides boolean <optional>
true

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

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on. If not given will default to this.currentLayer.

recalculate boolean <optional>
true

Recalculates the tile faces after the update.

Source code: tilemap/Tilemap.js (Line 805)

setCollisionBetween(start, stop, collides, layer, recalculate)

Sets collision on a range of tiles where the tile IDs increment sequentially. Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters
Name Type Argument Default Description
start number

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

stop number

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

collides boolean <optional>
true

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

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on. If not given will default to this.currentLayer.

recalculate boolean <optional>
true

Recalculates the tile faces after the update.

Source code: tilemap/Tilemap.js (Line 843)

setCollisionByExclusion(indexes, collides, layer, recalculate)

Sets collision on all tiles in the given layer, except for the IDs of those in the given array. The collides parameter controls if collision will be enabled (true) or disabled (false).

Parameters
Name Type Argument Default Description
indexes array

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

collides boolean <optional>
true

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

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on. If not given will default to this.currentLayer.

recalculate boolean <optional>
true

Recalculates the tile faces after the update.

Source code: tilemap/Tilemap.js (Line 880)

<internal> setCollisionByIndex(index, collides, layer, recalculate)

Sets collision values on a tile in the set. You shouldn't usually call this method directly, instead use setCollision, setCollisionBetween or setCollisionByExclusion.

Parameters
Name Type Argument Default Description
index number

The index of the tile on the layer.

collides boolean <optional>
true

If true it will enable collision on the tile. If false it will clear collision values from the tile.

layer number <optional>

The layer to operate on. If not given will default to this.currentLayer.

recalculate boolean <optional>
true

Recalculates the tile faces after the update.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: tilemap/Tilemap.js (Line 914)

setLayer(layer)

Sets the current layer to the given index.

Parameters
Name Type Description
layer number | string | Phaser.TilemapLayer

The layer to set as current.

Source code: tilemap/Tilemap.js (Line 1186)

setPreventRecalculate(value)

Turn off/on the recalculation of faces for tile or collision updates. setPreventRecalculate(true) puts recalculation on hold while setPreventRecalculate(false) recalculates all the changed layers.

Parameters
Name Type Description
value boolean

If true it will put the recalculation on hold.

Source code: tilemap/Tilemap.js (Line 1007)

setTileIndexCallback(indexes, callback, callbackContext, layer)

Sets a global collision callback for the given tile index within the layer. This will affect all tiles on this layer that have the same index. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.

Parameters
Name Type Argument Description
indexes number | array

Either a single tile index, or an array of tile indexes to have a collision callback set for.

callback function

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

callbackContext object

The context under which the callback is called.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on. If not given will default to this.currentLayer.

Source code: tilemap/Tilemap.js (Line 742)

setTileLocationCallback(x, y, width, height, callback, callbackContext, layer)

Sets a global collision callback for the given map location within the layer. This will affect all tiles on this layer found in the given area. If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.

Parameters
Name Type Argument Description
x number

X position of the top left of the area to copy (given in tiles, not pixels)

y number

Y position of the top left of the area to copy (given in tiles, not pixels)

width number

The width of the area to copy (given in tiles, not pixels)

height number

The height of the area to copy (given in tiles, not pixels)

callback function

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

callbackContext object

The context under which the callback is called.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on. If not given will default to this.currentLayer.

Source code: tilemap/Tilemap.js (Line 773)

setTileSize(tileWidth, tileHeight)

Sets the base tile size for the map.

Parameters
Name Type Description
tileWidth number

The width of the tiles the map uses for calculations.

tileHeight number

The height of the tiles the map uses for calculations.

Source code: tilemap/Tilemap.js (Line 229)

shuffle(x, y, width, height, layer)

Shuffles a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!

Parameters
Name Type Argument Description
x number

X position of the top left of the area to operate one, given in tiles, not pixels.

y number

Y position of the top left of the area to operate one, given in tiles, not pixels.

width number

The width in tiles of the area to operate on.

height number

The height in tiles of the area to operate on.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on.

Source code: tilemap/Tilemap.js (Line 1762)

swap(tileA, tileB, x, y, width, height, layer)

Scans the given area for tiles with an index matching tileA and swaps them with tileB.

Parameters
Name Type Argument Description
tileA number

First tile index.

tileB number

Second tile index.

x number

X position of the top left of the area to operate one, given in tiles, not pixels.

y number

Y position of the top left of the area to operate one, given in tiles, not pixels.

width number

The width in tiles of the area to operate on.

height number

The height in tiles of the area to operate on.

layer number | string | Phaser.TilemapLayer <optional>

The layer to operate on.

Source code: tilemap/Tilemap.js (Line 1599)