arcade-physics
Version:
Use Arcade Physics without Phaser.
20 lines • 1.25 kB
TypeScript
export = Copy;
/**
* Copies the tiles in the source rectangular area to a new destination (all specified in tile
* coordinates) within the layer. This copies all tile properties and recalculates collision
* information in the destination region.
*
* @function Phaser.Tilemaps.Components.Copy
* @since 3.0.0
*
* @param {number} srcTileX - The x coordinate of the area to copy from, in tiles, not pixels.
* @param {number} srcTileY - The y coordinate of the area to copy from, in tiles, not pixels.
* @param {number} width - The width of the area to copy, in tiles, not pixels.
* @param {number} height - The height of the area to copy, in tiles, not pixels.
* @param {number} destTileX - The x coordinate of the area to copy to, in tiles, not pixels.
* @param {number} destTileY - The y coordinate of the area to copy to, in tiles, not pixels.
* @param {boolean} recalculateFaces - `true` if the faces data should be recalculated.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*/
declare function Copy(srcTileX: number, srcTileY: number, width: number, height: number, destTileX: number, destTileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData): void;
//# sourceMappingURL=Copy.d.ts.map