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arcade-physics

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export = Randomize; /** * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the * specified layer. Each tile will receive a new index. If an array of indexes is passed in, then * those will be used for randomly assigning new tile indexes. If an array is not provided, the * indexes found within the region (excluding -1) will be used for randomly assigning new tile * indexes. This method only modifies tile indexes and does not change collision information. * * @function Phaser.Tilemaps.Components.Randomize * @since 3.0.0 * * @param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} width - How many tiles wide from the `tileX` index the area will be. * @param {number} height - How many tiles tall from the `tileY` index the area will be. * @param {number[]} indexes - An array of indexes to randomly draw from during randomization. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ declare function Randomize(tileX: number, tileY: number, width: number, height: number, indexes: number[], layer: Phaser.Tilemaps.LayerData): void; //# sourceMappingURL=Randomize.d.ts.map