API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

C

classTileLayerNode

@codexo/exojs-tilemap / tilemap / stable

A scene node that renders one generic TileLayer as a Container of per-chunk TileChunkNode drawables. Each non-empty loaded chunk becomes one child positioned at its pixel origin, so the engine's existing per-node culling drops individual chunks and the render-plan optimiser batches them by tileset texture. The layer's pixel `offset` is applied to this node's transform; `visible` and `opacity` are read live from the runtime layer on every frame (no rebuild required). The node references — but never owns — the TileLayer: destroying it frees its chunk nodes and their cached geometry but leaves the layer, map, and Loader-owned textures intact. Structural changes to the layer (tiles written into previously-empty chunks) are reflected only after TileLayerNode.refresh; in-place edits to existing chunks are picked up automatically via chunk revisions.

34
props
41
methods
9
events
Import
import { TileLayerNode } from '@codexo/exojs-tilemap'

A scene node that renders one generic TileLayer as a Container of per-chunk TileChunkNode drawables.

Each non-empty loaded chunk becomes one child positioned at its pixel origin, so the engine's existing per-node culling drops individual chunks and the render-plan optimiser batches them by tileset texture. The layer's pixel `offset` is applied to this node's transform; `visible` and `opacity` are read live from the runtime layer on every frame (no rebuild required).

The node references — but never owns — the TileLayer: destroying it frees its chunk nodes and their cached geometry but leaves the layer, map, and Loader-owned textures intact.

Structural changes to the layer (tiles written into previously-empty chunks) are reflected only after TileLayerNode.refresh; in-place edits to existing chunks are picked up automatically via chunk revisions.

Constructors 1
new(layer: TileLayer, options?: TileLayerNodeOptions): TileLayerNode
Methods 41
_invalidateBoundsCascade(): void
_invalidateChildrenTransform(): void
_invalidateSubtreeTransform(): void
addChild(children: RenderNode[]): this
addChildAt(child: RenderNode, index: number): this
addFilter(filter: Filter): this
clearFilters(): this
collidesWith(target: Collidable): CollisionResponse | null
contains(x: number, y: number): boolean
destroy(): void
getBounds(): Rectangle
getChildAt(index: number): RenderNode
getChildIndex(child: RenderNode): number
getGlobalTransform(): Matrix
getLocalBounds(): Rectangle
getNormals(): Vector[]
getTransform(): Matrix
intersectsWith(target: Collidable): boolean
invalidateCache(): this
inView(view: View): boolean
move(x: number, y: number): this
project(axis: Vector, result: Interval): Interval
refresh(): this
removeChild(child: RenderNode): this
removeChildAt(index: number): this
removeChildren(begin: number, end: number): this
removeFilter(filter: Filter): this
render(backend: RenderBackend): this
rotate(degrees: number): this
setAnchor(x: number, y: number): this
setChildIndex(child: RenderNode, index: number): this
setOrigin(x: number, y: number): this
setPosition(x: number, y: number): this
setRotation(degrees: number): this
setScale(x: number, y: number): this
setSkew(x: number, y: number): this
swapChildren(firstChild: RenderNode, secondChild: RenderNode): this
updateBounds(): this
updateParentTransform(): this
updateTransform(): this
setInternalSpriteFactory(factory: object | null): void
Properties 34
clip: boolean
clipShape: Rectangle | Geometry | null
collisionType: CollisionType
cursor: string | null
draggable: boolean
flags: Flags<SceneNodeTransformFlags>
preserveDrawOrder: boolean
anchor: ObservableVector
bottom: number
cacheAsBitmap: boolean
children: RenderNode[]
cullable: boolean
filters: readonly Filter[]
height: number
interactive: boolean
isAlignedBox: boolean
layer: TileLayer
left: number
mask: MaskSource
origin: ObservableVector
parent: Container | null
pixelSnapMode: PixelSnapMode
position: ObservableVector
right: number
rotation: number
scale: ObservableVector
skewX: number
skewY: number
top: number
visible: boolean
width: number
x: number
y: number
zIndex: number
Events 9
onDrag: Signal<[InteractionEvent]>
onDragEnd: Signal<[InteractionEvent]>
onDragStart: Signal<[InteractionEvent]>
onPointerDown: Signal<[InteractionEvent]>
onPointerMove: Signal<[InteractionEvent]>
onPointerOut: Signal<[InteractionEvent]>
onPointerOver: Signal<[InteractionEvent]>
onPointerTap: Signal<[InteractionEvent]>
onPointerUp: Signal<[InteractionEvent]>
Source