arcade-physics
Version:
Use Arcade Physics without Phaser.
17 lines • 1.01 kB
TypeScript
export = CalculateFacesWithin;
/**
* Calculates interesting faces within the rectangular area specified (in tile coordinates) of the
* layer. Interesting faces are used internally for optimizing collisions against tiles. This method
* is mostly used internally.
*
* @function Phaser.Tilemaps.Components.CalculateFacesWithin
* @since 3.0.0
*
* @param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} width - How many tiles wide from the `tileX` index the area will be.
* @param {number} height - How many tiles tall from the `tileY` index the area will be.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*/
declare function CalculateFacesWithin(tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData): void;
//# sourceMappingURL=CalculateFacesWithin.d.ts.map