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arcade-physics

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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