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arcade-physics

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export = FilterTiles; /** * For each tile in the given rectangular area (in tile coordinates) of the layer, run the given * filter callback function. Any tiles that pass the filter test (i.e. where the callback returns * true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS. * * @function Phaser.Tilemaps.Components.FilterTiles * @since 3.0.0 * * @param {function} callback - The callback. Each tile in the given area will be passed to this * callback as the first and only parameter. The callback should return true for tiles that pass the * filter. * @param {object} context - The context under which the callback should be run. * @param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area to filter. * @param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area to filter. * @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.Types.Tilemaps.FilteringOptions} filteringOptions - Optional filters to apply when getting the tiles. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. * * @return {Phaser.Tilemaps.Tile[]} The filtered array of Tiles. */ declare function FilterTiles(callback: Function, context: object, tileX: number, tileY: number, width: number, height: number, filteringOptions: Phaser.Types.Tilemaps.FilteringOptions, layer: Phaser.Tilemaps.LayerData): Phaser.Tilemaps.Tile[]; //# sourceMappingURL=FilterTiles.d.ts.map