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arcade-physics

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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; //# sourceMappingURL=SetCollision.d.ts.map