API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classTileMapNode
A convenience scene node that renders a whole TileMap as a Container of one TileLayerNode per tile layer, in map layer order (back-to-front by document order). `TileMapNode` owns **only** its layer nodes — never application actors. Use it for the simple, non-interleaved case (no actors between layers); for actor interleaving, place individual `TileLayerNode`s into your own scene graph instead. The node references — but never owns — the TileMap: destroying the node frees its layer/chunk nodes and their cached GPU geometry, while the `TileMap` data and Loader-owned tileset textures survive (free them via `TileMap.destroy()` / `Loader.destroy()` respectively). Layers added to or removed from the map after construction are reflected only after TileMapNode.refreshLayers.
import { TileMapNode } from '@codexo/exojs-tilemap' A convenience scene node that renders a whole TileMap as a Container of one TileLayerNode per tile layer, in map layer order (back-to-front by document order).
`TileMapNode` owns **only** its layer nodes — never application actors. Use it for the simple, non-interleaved case (no actors between layers); for actor interleaving, place individual `TileLayerNode`s into your own scene graph instead.
The node references — but never owns — the TileMap: destroying the node frees its layer/chunk nodes and their cached GPU geometry, while the `TileMap` data and Loader-owned tileset textures survive (free them via `TileMap.destroy()` / `Loader.destroy()` respectively).
Layers added to or removed from the map after construction are reflected only after TileMapNode.refreshLayers.
new(map: TileMap, options?: TileMapNodeOptions): TileMapNode _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 getLayerNode(name: string): TileLayerNode | undefined 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 refreshLayers(): 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 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 layerNodes: readonly TileLayerNode[] left: number map: TileMap 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 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]>