arcade-physics
Version:
Use Arcade Physics without Phaser.
20 lines • 1.17 kB
TypeScript
export = PutTileAt;
/**
* Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index
* or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified
* location. If you pass in an index, only the index at the specified location will be changed.
* Collision information will be recalculated at the specified location.
*
* @function Phaser.Tilemaps.Components.PutTileAt
* @since 3.0.0
*
* @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
* @param {boolean} recalculateFaces - `true` if the faces data should be recalculated.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Tilemaps.Tile} The Tile object that was created or added to this map.
*/
declare function PutTileAt(tile: (number | Phaser.Tilemaps.Tile), tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData): Phaser.Tilemaps.Tile;
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