arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export = SeparateTile;
/**
* The core separation function to separate a physics body and a tile.
*
* @function Phaser.Physics.Arcade.Tilemap.SeparateTile
* @since 3.0.0
*
* @param {number} i - The index of the tile within the map data.
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {Phaser.Tilemaps.Tile} tile - The tile to collide against.
* @param {Phaser.Geom.Rectangle} tileWorldRect - A rectangle-like object defining the dimensions of the tile.
* @param {Phaser.Tilemaps.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
* @param {number} tileBias - The tile bias value. Populated by the `World.TILE_BIAS` constant.
* @param {boolean} isLayer - Is this check coming from a TilemapLayer or an array of tiles?
*
* @return {boolean} `true` if the body was separated, otherwise `false`.
*/
declare function SeparateTile(i: number, body: Phaser.Physics.Arcade.Body, tile: Phaser.Tilemaps.Tile, tileWorldRect: Phaser.Geom.Rectangle, tilemapLayer: Phaser.Tilemaps.TilemapLayer, tileBias: number, isLayer: boolean): boolean;
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