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arcade-physics

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export = TileCheckX; /** * Check the body against the given tile on the X axis. * Used internally by the SeparateTile function. * * @function Phaser.Physics.Arcade.Tilemap.TileCheckX * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. * @param {Phaser.Tilemaps.Tile} tile - The tile to check. * @param {number} tileLeft - The left position of the tile within the tile world. * @param {number} tileRight - The right position of the tile within the tile world. * @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 {number} The amount of separation that occurred. */ declare function TileCheckX(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tilemaps.Tile, tileLeft: number, tileRight: number, tileBias: number, isLayer: boolean): number; //# sourceMappingURL=TileCheckX.d.ts.map