arcade-physics
Version:
Use Arcade Physics without Phaser.
19 lines • 1.19 kB
TypeScript
export = Fill;
/**
* Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the
* specified index. Tiles will be set to collide if the given index is a colliding index.
* Collision information in the region will be recalculated.
*
* @function Phaser.Tilemaps.Components.Fill
* @since 3.0.0
*
* @param {number} index - The tile index to fill the area with.
* @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 {boolean} recalculateFaces - `true` if the faces data should be recalculated.
* @param {Phaser.Tilemaps.LayerData} layer - The tile layer to use. If not given the current layer is used.
*/
declare function Fill(index: number, tileX: number, tileY: number, width: number, height: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData): void;
//# sourceMappingURL=Fill.d.ts.map