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arcade-physics

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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; //# sourceMappingURL=PutTileAt.d.ts.map