The LayerData object in the Tilemap that this tile belongs to.
The unique index of this tile within the map.
The x coordinate of this tile in tile coordinates.
The y coordinate of this tile in tile coordinates.
Width of the tile in pixels.
Height of the tile in pixels.
The base width a tile in the map (in pixels). Tiled maps support multiple tileset sizes within one map, but they are still placed at intervals of the base tile width.
The base height of the tile in pixels (in pixels). Tiled maps support multiple tileset sizes within one map, but they are still placed at intervals of the base tile height.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
The maps base height of a tile in pixels. Tiled maps support multiple tileset sizes within one map, but they are still placed at intervals of the base tile size.
The maps base width of a tile in pixels. Tiled maps support multiple tileset sizes within one map, but they are still placed at intervals of the base tile size.
The bottom of the tile in pixels.
Set in the updatePixelXY method.
ReadonlycanTrue if this tile can collide on any of its faces or has a collision callback set.
Whether the tile should collide with any object on the bottom side.
This property is used by Arcade Physics only, however, you can also use it in your own checks.
Whether the tile should collide with any object on the left side.
This property is used by Arcade Physics only, however, you can also use it in your own checks.
Whether the tile should collide with any object on the right side.
This property is used by Arcade Physics only, however, you can also use it in your own checks.
ReadonlycollidesTrue if this tile can collide on any of its faces.
Whether the tile should collide with any object on the top side.
This property is used by Arcade Physics only, however, you can also use it in your own checks.
Tile collision callback.
The context in which the collision callback will be called.
Whether the tiles bottom edge is interesting for collisions.
Whether the tiles left edge is interesting for collisions.
Whether the tiles right edge is interesting for collisions.
Whether the tiles top edge is interesting for collisions.
The horizontally flipped state of the Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The vertically flipped state of the Game Object.
A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
ReadonlyhasTrue if this tile has any interesting faces.
The height of the tile in pixels.
The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank tile.
The LayerData in the Tilemap data that this tile belongs to.
An empty object where physics-engine specific information (e.g. bodies) may be stored.
The x coordinate of the top left of this tile in pixels. This is relative to the top left of the layer this tile is being rendered within. This property does NOT factor in camera scroll, layer scale or layer position.
The y coordinate of the top left of this tile in pixels. This is relative to the top left of the layer this tile is being rendered within. This property does NOT factor in camera scroll, layer scale or layer position.
Tile specific properties. These usually come from Tiled.
The right of the tile in pixels.
Set in the updatePixelXY method.
The rotation angle of this tile.
ReadonlytilemapThe tilemap that contains this Tile. This will only return null if accessed from a LayerData instance before the tile is placed within a TilemapLayer.
ReadonlytilemapThe tilemap layer that contains this Tile. This will only return null if accessed from a LayerData instance before the tile is placed within a TilemapLayer.
ReadonlytilesetThe tileset that contains this Tile. This is null if accessed from a LayerData instance before the tile is placed in a TilemapLayer, or if the tile has an index that doesn't correspond to any of the maps tilesets.
The tint to apply to this tile. Note: tint is currently a single color value instead of the 4 corner tint component on other GameObjects.
The tint fill mode.
false = An additive tint (the default), where vertices colors are blended with the texture.
true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The width of the tile in pixels.
The x map coordinate of this tile in tile units.
The y map coordinate of this tile in tile units.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
Check if the given x and y world coordinates are within this Tile. This does not factor in camera scroll, layer scale or layer position.
The x coordinate to test.
The y coordinate to test.
Copies the tile data and properties from the given Tile to this Tile. This copies everything except for position and interesting face calculations.
The tile to copy from.
Clean up memory.
The collision group for this Tile, defined within the Tileset. This returns a reference to the collision group stored within the Tileset, so any modification of the returned object will impact all tiles that have the same index as this tile.
The tile data for this Tile, defined within the Tileset. This typically contains Tiled collision data, tile animations and terrain information. This returns a reference to the tile data stored within the Tileset, so any modification of the returned object will impact all tiles that have the same index as this tile.
Check for intersection with this tile. This does not factor in camera scroll, layer scale or layer position.
The x axis in pixels.
The y axis in pixels.
The right point.
The bottom point.
Checks if the tile is interesting.
If true, will consider the tile interesting if it collides on any side.
If true, will consider the tile interesting if it has an interesting face.
Reset collision status flags.
OptionalrecalculateFaces: booleanWhether or not to recalculate interesting faces for this tile and its neighbors. Default true.
Reset faces.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
Optionalvalue: numberThe alpha value applied across the whole Game Object. Default 1.
Sets the collision flags for each side of this tile and updates the interesting faces list.
Indicating collide with any object on the left.
Optionalright: booleanIndicating collide with any object on the right.
Optionalup: booleanIndicating collide with any object on the top.
Optionaldown: booleanIndicating collide with any object on the bottom.
OptionalrecalculateFaces: booleanWhether or not to recalculate interesting faces for this tile and its neighbors. Default true.
Set a callback to be called when this tile is hit by an object. The callback must true for collision processing to take place.
Callback function.
Callback will be called within this context.
Sets the horizontal and vertical flipped state of this Game Object.
A Game Object that is flipped will render inversed on the flipped axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The horizontal flipped state. false for no flip, or true to be flipped.
The horizontal flipped state. false for no flip, or true to be flipped.
Sets the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
The flipped state. false for no flip, or true to be flipped.
Sets the vertical flipped state of this Game Object.
The flipped state. false for no flip, or true to be flipped.
Sets the size of the tile and updates its pixelX and pixelY.
The width of the tile in pixels.
The height of the tile in pixels.
The base width a tile in the map (in pixels).
The base height of the tile in pixels (in pixels).
Sets the visibility of this Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The visible state of the Game Object.
Toggles the horizontal flipped state of this Game Object.
A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
Toggles the vertical flipped state of this Game Object.
Used internally. Updates the tiles world XY position based on the current tile size.
A Tile is a representation of a single tile within the Tilemap. This is a lightweight data representation, so its position information is stored without factoring in scroll, layer scale or layer position.