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arcade-physics

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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[]; //# sourceMappingURL=GetTilesWithin.d.ts.map