arcade-physics
Version:
Use Arcade Physics without Phaser.
31 lines • 1.4 kB
TypeScript
export = Tile;
/**
* @classdesc
* A Tile is a representation of a single tile within the Tilemap. This is a lightweight data
* representation, so its position information is stored without factoring in scroll, layer
* scale or layer position.
*
* @class Tile
* @memberof Phaser.Tilemaps
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Tilemaps.LayerData} layer - The LayerData object in the Tilemap that this tile belongs to.
* @param {number} index - The unique index of this tile within the map.
* @param {number} x - The x coordinate of this tile in tile coordinates.
* @param {number} y - The y coordinate of this tile in tile coordinates.
* @param {number} width - Width of the tile in pixels.
* @param {number} height - Height of the tile in pixels.
* @param {number} baseWidth - The base width a tile in the map (in pixels). Tiled maps support
* multiple tileset sizes within one map, but they are still placed at intervals of the base
* tile width.
* @param {number} baseHeight - The base height of the tile in pixels (in pixels). Tiled maps
* support multiple tileset sizes within one map, but they are still placed at intervals of the
* base tile height.
*/
declare var Tile: any;
//# sourceMappingURL=Tile.d.ts.map