Class: Tilemap

Phaser. Tilemap

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.

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Members

<static, constant> CSV :number

Type:
  • number
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<static, constant> TILED_JSON :number

Type:
  • number
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collideIndexes

Properties:
Name Type Description
collideIndexes array

An array of tile indexes that collide.

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collision

Properties:
Name Type Description
collision array

An array of collision data (polylines, etc).

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currentLayer

Properties:
Name Type Description
currentLayer number

The current layer.

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debugMap

Properties:
Name Type Description
debugMap array

Map data used for debug values only.

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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height

Properties:
Name Type Description
height number

The height of the map (in tiles).

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heightInPixels

Properties:
Name Type Description
heightInPixels number

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

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images

Properties:
Name Type Description
images array

An array of Tiled Image Layers.

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key

Properties:
Name Type Description
key string

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

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layers

Properties:
Name Type Description
layers array

An array of Tilemap layer data.

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objects

Properties:
Name Type Description
objects array

An array of Tiled Object Layers.

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orientation

Properties:
Name Type Description
orientation string

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

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properties

Properties:
Name Type Description
properties object

Map specific properties as specified in Tiled.

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tileHeight

Properties:
Name Type Description
tileHeight number

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

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tiles

Properties:
Name Type Description
tiles array

The super array of Tiles.

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tilesets

Properties:
Name Type Description
tilesets array

An array of Tilesets.

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tileWidth

Properties:
Name Type Description
tileWidth number

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

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version

Properties:
Name Type Description
version number

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

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width

Properties:
Name Type Description
width number

The width of the map (in tiles).

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widthInPixels

Properties:
Name Type Description
widthInPixels number

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

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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 <optional>

The key of the Phaser.Cache image used for this tileset. If not specified it will look for an image with a key matching the tileset parameter.

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. If not given it will default to the map.tileWidth value.

tileSpacing number <optional>
0

The height of the tiles in the Tileset Image. If not given it will default to the map.tileHeight value.

gid number <optional>
0

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

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Returns:

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

Type
Phaser.Tileset

<protected> calculateFaces(layer)

Internal function.

Parameters:
Name Type Description
layer number

The index of the TilemapLayer to operate on.

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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 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)

layer number | string | Phaser.TilemapLayer <optional>

The layer to copy the tiles from.

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Returns:

An array of the tiles that were copied.

Type
array

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.

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Returns:

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

Type
Phaser.TilemapLayer

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.

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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.

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Returns:

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

Type
Phaser.TilemapLayer

createLayer(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.

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Returns:

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

Type
Phaser.TilemapLayer

destroy()

Removes all layers from this tile map and nulls the game reference.

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dump()

Dumps the tilemap data out to the console.

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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.

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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.

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getImageIndex(name) → {number}

Gets the image index based on its name.

Parameters:
Name Type Description
name string

The name of the image to get.

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Returns:

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

Type
number

<protected> 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.

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Returns:

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

Type
number

<protected> 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.

Source:
Returns:

The TilemapLayer index.

Type
number

getLayerIndex(name) → {number}

Gets the layer index based on its name.

Parameters:
Name Type Description
name string

The name of the layer to get.

Source:
Returns:

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

Type
number

getObjectIndex(name) → {number}

Gets the object index based on its name.

Parameters:
Name Type Description
name string

The name of the object to get.

Source:
Returns:

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

Type
number

getTile(x, y, layer) → {Phaser.Tile}

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

Parameters:
Name Type Argument 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.

Source:
Returns:

The tile at the given coordinates.

Type
Phaser.Tile

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.

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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.

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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.

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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.

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getTilesetIndex(name) → {number}

Gets the tileset index based on its name.

Parameters:
Name Type Description
name string

The name of the tileset to get.

Source:
Returns:

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

Type
number

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

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

Parameters:
Name Type Argument 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.

Source:
Returns:

The tile at the given coordinates.

Type
Phaser.Tile

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.

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Returns:

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

Type
boolean

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.

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

Puts a tile of the given index value at the coordinate specified.

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 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.

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Returns:

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

Type
Phaser.Tile

putTileWorldXY(tile, x, y, tileWidth, tileHeight, layer)

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.

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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.

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removeAllLayers()

Removes all layers from this tile map.

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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.

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setCollision(indexes, collides, layer)

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.

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setCollisionBetween(start, stop, collides, layer)

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.

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setCollisionByExclusion(indexes, collides, layer)

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.

Source:

<protected> 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.

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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.

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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.

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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.

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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.

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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.

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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:
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