arcade-physics
Version:
Use Arcade Physics without Phaser.
21 lines • 936 B
TypeScript
export = RunCull;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
*
* @function Phaser.Tilemaps.Components.RunCull
* @since 3.50.0
*
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
* @param {object} bounds - An object containing the `left`, `right`, `top` and `bottom` bounds.
* @param {number} renderOrder - The rendering order constant.
* @param {array} outputArray - The array to store the Tile objects within.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
declare function RunCull(layer: Phaser.Tilemaps.LayerData, bounds: object, renderOrder: number, outputArray: any[]): Phaser.Tilemaps.Tile[];
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