arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
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;
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