Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given layer. It will only randomize the tiles in that area, so if they're all the same nothing will appear to have changed! This method only modifies tile indexes and does not change collision information.
If no layer is specified, the maps current layer is used.
name | type | arguments | description |
---|---|---|---|
tileX | number | <optional> |
The left most tile index (in tile coordinates) to use as the origin of the area. |
tileY | number | <optional> |
The top most tile index (in tile coordinates) to use as the origin of the area. |
width | number | <optional> |
How many tiles wide from the |
height | number | <optional> |
How many tiles tall from the |
layer | string | number | Phaser.Tilemaps.TilemapLayer | <optional> |
The tile layer to use. If not given the current layer is used. |
Return this Tilemap object, or null if the layer given was invalid.