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arcade-physics

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export = PutTileAtWorldXY; /** * Puts a tile at the given world coordinates (pixels) 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.PutTileAtWorldXY * @since 3.0.0 * * @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object. * @param {number} worldX - The x coordinate, in pixels. * @param {number} worldY - The y coordinate, in pixels. * @param {boolean} recalculateFaces - `true` if the faces data should be recalculated. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when calculating the tile index from the world values. * @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 PutTileAtWorldXY(tile: (number | Phaser.Tilemaps.Tile), worldX: number, worldY: number, recalculateFaces: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData): Phaser.Tilemaps.Tile; //# sourceMappingURL=PutTileAtWorldXY.d.ts.map