arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export = SetCollision;
/**
* Sets collision on the given tile or tiles within a layer by index. You can pass in either a
* single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if
* collision will be enabled (true) or disabled (false).
*
* @function Phaser.Tilemaps.Components.SetCollision
* @since 3.0.0
*
* @param {(number|array)} indexes - Either a single tile index, or an array of tile indexes.
* @param {boolean} collides - If true it will enable collision. If false it will clear collision.
* @param {boolean} recalculateFaces - Whether or not to recalculate the tile faces after the update.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
* @param {boolean} [updateLayer=true] - If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.
*/
declare function SetCollision(indexes: (number | any[]), collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined): void;
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