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arcade-physics

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export = ParseToTilemap; /** * Create a Tilemap from the given key or data. If neither is given, make a blank Tilemap. When * loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing from * a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map data. For * an empty map, you should specify tileWidth, tileHeight, width & height. * * @function Phaser.Tilemaps.ParseToTilemap * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs. * @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data. * @param {number} [tileWidth=32] - The width of a tile in pixels. * @param {number} [tileHeight=32] - The height of a tile in pixels. * @param {number} [width=10] - The width of the map in tiles. * @param {number} [height=10] - The height of the map in tiles. * @param {number[][]} [data] - Instead of loading from the cache, you can also load directly from * a 2D array of tile indexes. * @param {boolean} [insertNull=false] - Controls how empty tiles, tiles with an index of -1, in the * map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty * location will get a Tile object with an index of -1. If you've a large sparsely populated map and * the tile data doesn't need to change then setting this value to `true` will help with memory * consumption. However if your map is small or you need to update the tiles dynamically, then leave * the default value set. * * @return {Phaser.Tilemaps.Tilemap} */ declare function ParseToTilemap(scene: Phaser.Scene, key?: string | undefined, tileWidth?: number | undefined, tileHeight?: number | undefined, width?: number | undefined, height?: number | undefined, data?: number[][] | undefined, insertNull?: boolean | undefined): Phaser.Tilemaps.Tilemap; //# sourceMappingURL=ParseToTilemap.d.ts.map