arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export = PutTilesAt;
/**
* Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified
* layer. The array can be composed of either tile indexes or Tile objects. 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
* within the region tiles were changed.
*
* @function Phaser.Tilemaps.Components.PutTilesAt
* @since 3.0.0
*
* @param {(number[]|number[][]|Phaser.Tilemaps.Tile[]|Phaser.Tilemaps.Tile[][])} tile - A row (array) or grid (2D array) of Tiles or tile indexes to place.
* @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.
*/
declare function PutTilesAt(tilesArray: any, tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData): null | undefined;
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