API reference

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

C

classTileMapNode

@codexo/exojs-tilemap / tilemap / stable

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.

35
props
42
methods
9
events
Import
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.

Constructors 1
new(map: TileMap, options?: TileMapNodeOptions): TileMapNode
Methods 42
_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
Properties 35
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
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