arcade-physics
Version:
Use Arcade Physics without Phaser.
19 lines • 1.15 kB
TypeScript
export = GetTilesWithinWorldXY;
/**
* Gets the tiles in the given rectangular area (in world coordinates) of the layer.
*
* @function Phaser.Tilemaps.Components.GetTilesWithinWorldXY
* @since 3.0.0
*
* @param {number} worldX - The world x coordinate for the top-left of the area.
* @param {number} worldY - The world y coordinate for the top-left of the area.
* @param {number} width - The width of the area.
* @param {number} height - The height of the area.
* @param {Phaser.Types.Tilemaps.FilteringOptions} filteringOptions - Optional filters to apply when getting the tiles.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when factoring in which tiles to return.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Tilemaps.Tile[]} Array of Tile objects.
*/
declare function GetTilesWithinWorldXY(worldX: number, worldY: number, width: number, height: number, filteringOptions: Phaser.Types.Tilemaps.FilteringOptions, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData): Phaser.Tilemaps.Tile[];
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