arcade-physics
Version:
Use Arcade Physics without Phaser.
19 lines • 976 B
TypeScript
export = TileCheckY;
/**
* Check the body against the given tile on the Y axis.
* Used internally by the SeparateTile function.
*
* @function Phaser.Physics.Arcade.Tilemap.TileCheckY
* @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} tileTop - The top position of the tile within the tile world.
* @param {number} tileBottom - The bottom 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 TileCheckY(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tilemaps.Tile, tileTop: number, tileBottom: number, tileBias: number, isLayer: boolean): number;
//# sourceMappingURL=TileCheckY.d.ts.map