arcade-physics
Version:
Use Arcade Physics without Phaser.
34 lines • 1.63 kB
TypeScript
export = TilemapLayer;
/**
* @classdesc
* A Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination
* with one, or more, Tilesets.
*
* @class TilemapLayer
* @extends Phaser.GameObjects.GameObject
* @memberof Phaser.Tilemaps
* @constructor
* @since 3.50.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.ComputedSize
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
* @param {Phaser.Tilemaps.Tilemap} tilemap - The Tilemap this layer is a part of.
* @param {number} layerIndex - The index of the LayerData associated with this layer.
* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
* @param {number} [x=0] - The world x position where the top left of this layer will be placed.
* @param {number} [y=0] - The world y position where the top left of this layer will be placed.
*/
declare var TilemapLayer: any;
//# sourceMappingURL=TilemapLayer.d.ts.map