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.

Tiled is a free software package specifically for creating tile maps, and is available from http://www.mapeditor.org

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 - tilemap/Tilemap.js, line 28

Members

<static, constant> CSV:number

Source - tilemap/Tilemap.js, line 176

<static,constant> EAST:number

Source - tilemap/Tilemap.js, line 194

<static,constant> NORTH:number

Source - tilemap/Tilemap.js, line 188

<static,constant> SOUTH:number

Source - tilemap/Tilemap.js, line 200

<static,constant> TILED_JSON:number

Source - tilemap/Tilemap.js, line 182

<static,constant> WEST:number

Source - tilemap/Tilemap.js, line 206

collideIndexes:array

An array of tile indexes that collide.

Source - tilemap/Tilemap.js, line 125

collision:array

An array of collision data (polylines, etc).

Source - tilemap/Tilemap.js, line 130

currentLayer:number

The current layer.

Source - tilemap/Tilemap.js, line 145

debugMap:array

Map data used for debug values only.

Source - tilemap/Tilemap.js, line 150

enableDebug:boolean

If set then console.log is used to dump out useful layer creation debug data.

Source - tilemap/Tilemap.js, line 140

format:number

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

Source - tilemap/Tilemap.js, line 75

game:Phaser.Game

A reference to the currently running Game.

Source - tilemap/Tilemap.js, line 33

height:number

The height of the map (in tiles).

Source - tilemap/Tilemap.js, line 55

heightInPixels:number

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

Source - tilemap/Tilemap.js, line 95

imagecollections:array

An array of Image Collections.

Source - tilemap/Tilemap.js, line 110

images:array

An array of Tiled Image Layers.

Source - tilemap/Tilemap.js, line 135

key:string

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

Source - tilemap/Tilemap.js, line 38

layer:number|string|Phaser.TilemapLayer

The current layer object.

Type:

Source - tilemap/Tilemap.js, line 1959

layers:array

An array of Tilemap layer data.

Source - tilemap/Tilemap.js, line 100

objects:array

An array of Tiled Object Layers.

Source - tilemap/Tilemap.js, line 120

orientation:string

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

Source - tilemap/Tilemap.js, line 70

properties:object

Map specific properties as specified in Tiled.

Source - tilemap/Tilemap.js, line 85

tileHeight:number

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

Source - tilemap/Tilemap.js, line 65

tiles:array

The super array of Tiles.

Source - tilemap/Tilemap.js, line 115

tilesets:array

An array of Tilesets.

Source - tilemap/Tilemap.js, line 105

tileWidth:number

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

Source - tilemap/Tilemap.js, line 60

version:number

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

Source - tilemap/Tilemap.js, line 80

width:number

The width of the map (in tiles).

Source - tilemap/Tilemap.js, line 50

widthInPixels:number

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

Source - tilemap/Tilemap.js, line 90

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:

Phaser.Tileset-

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

Source - tilemap/Tilemap.js, line 253

<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 - tilemap/Tilemap.js, line 1085

checkTile(x, y)→ {boolean}

Checks if the given x/y coordinate has a tile into which we can move.

Parameters:

Name

Type

Description

x

number

X position of the top left of the area to copy (given in tiles, notpixels)

y

number

Y position of the top left of the area to copy (given in tiles, notpixels)

Returns:

boolean-

True if the location can be moved into, false if not.

Source - out/plugins/TilemapWalker/TilemapWalker.js, line 95

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, notpixels)

y

integer

Y position of the top left of the area to copy (given in tiles, notpixels)

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 - tilemap/Tilemap.js, line 1555

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:

Phaser.TilemapLayer-

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

Source - tilemap/Tilemap.js, line 210

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:

Phaser.TilemapLayer-

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

Source - tilemap/Tilemap.js, line 641

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

Creates a Sprite for every object matching the gid argument. 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.

The gid argument is matched against:

  1. For a tile object, the tile identifier (gid); or
  2. The object's unique ID (id); or
  3. The object's name (a string)

Parameters:

Name

Type

Argument

Default

Description

name

string

The name of the Object Group to create Sprites from.

gid

number | string

The object's tile reference (gid), unique ID (id) or name.

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 - tilemap/Tilemap.js, line 378

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 - tilemap/Tilemap.js, line 473

createLayer(layer, width, height, group)→

{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.

Returns:

Phaser.TilemapLayer-

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

Source - tilemap/Tilemap.js, line 567

destroy()

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

Source - tilemap/Tilemap.js, line 1941

dump()

Dumps the tilemap data out to the console.

Source - tilemap/Tilemap.js, line 1900

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 - tilemap/Tilemap.js, line 1857

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 - tilemap/Tilemap.js, line 1706

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 - tilemap/Tilemap.js, line 772

<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 - tilemap/Tilemap.js, line 723

<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 - tilemap/Tilemap.js, line 1029

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 - tilemap/Tilemap.js, line 746

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:

Phaser.Tile-

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

Source - tilemap/Tilemap.js, line 1488

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 - tilemap/Tilemap.js, line 1155

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 - tilemap/Tilemap.js, line 1175

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 - tilemap/Tilemap.js, line 1195

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 - tilemap/Tilemap.js, line 1215

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 - tilemap/Tilemap.js, line 759

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:

Phaser.Tile-

The tile at the given coordinates.

Source - tilemap/Tilemap.js, line 1529

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, notpixels)

y

number

Y position to check if a tile exists at (given in tile units, notpixels)

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 - tilemap/Tilemap.js, line 1252

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, notpixels)

y

number

Y position of the top left of the area to paste to (given in tiles, notpixels)

tileblock

array

The block of tiles to paste.

layer

number | string | Phaser.TilemapLayer

<optional>

The layer to paste the tiles into.

Source - tilemap/Tilemap.js, line 1617

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:

Phaser.Tile-

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

Source - tilemap/Tilemap.js, line 1327

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:

Phaser.Tile-

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

Source - tilemap/Tilemap.js, line 1398

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 - tilemap/Tilemap.js, line 1770

removeAllLayers()

Removes all layers from this tile map.

Source - tilemap/Tilemap.js, line 1888

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:

Phaser.Tile-

The Tile object that was removed from this map.

Source - tilemap/Tilemap.js, line 1274

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:

Phaser.Tile-

The Tile object that was removed from this map.

Source - tilemap/Tilemap.js, line 1305

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 - tilemap/Tilemap.js, line 1735

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:

Phaser.Tile-

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

Source - tilemap/Tilemap.js, line 1421

setCollision(indexes, collides, layer, recalculate)

Sets collision on 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).

Collision-enabled tiles can be collided against Sprites using Phaser.Physics.Arcade#collide.

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 - tilemap/Tilemap.js, line 852

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 - tilemap/Tilemap.js, line 892

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 - tilemap/Tilemap.js, line 929

<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 - tilemap/Tilemap.js, line 963

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 - tilemap/Tilemap.js, line 1235

setLocation(x, y, layer)→ {boolean}

Sets the location marker to the given x/y coordinates within the map. Once set you can move the marker around via the movement and turn methods.

Parameters:

Name

Type

Argument

Description

x

number

X position of the top left of the area to copy (given in tiles, notpixels)

y

number

Y position of the top left of the area to copy (given in tiles, notpixels)

layer

number | string | Phaser.TilemapLayer

<optional>

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

Returns:

boolean-

True if the location could be set, otherwise false.

Source - out/plugins/TilemapWalker/TilemapWalker.js, line 71

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 - tilemap/Tilemap.js, line 1056

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.

Return true from the callback to continue separating the tile and colliding object, or false to cancel the collision for the current tile (see Phaser.Physics.Arcade#separateTile).

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 (viaPhaser.Physics.Arcade#collide).

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 - tilemap/Tilemap.js, line 785

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.

Return true from the callback to continue separating the tile and colliding object, or false to cancel the collision for the current tile (see Phaser.Physics.Arcade#separateTile).

Parameters:

Name

Type

Argument

Description

x

number

X position of the top left of the area to copy (given in tiles, notpixels)

y

number

Y position of the top left of the area to copy (given in tiles, notpixels)

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 (viaPhaser.Physics.Arcade#collide).

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 - tilemap/Tilemap.js, line 818

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 - tilemap/Tilemap.js, line 237

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 - tilemap/Tilemap.js, line 1815

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 - tilemap/Tilemap.js, line 1652