arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export = GetTilesWithin;
/**
* Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
*
* This returns an array with references to the Tile instances in, so be aware of
* modifying them directly.
*
* @function Phaser.Tilemaps.Components.GetTilesWithin
* @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.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[]} Array of Tile objects.
*/
declare function GetTilesWithin(tileX: number, tileY: number, width: number, height: number, filteringOptions: Phaser.Types.Tilemaps.FilteringOptions, layer: Phaser.Tilemaps.LayerData): Phaser.Tilemaps.Tile[];
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