arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export = SetCollisionBetween;
/**
* Sets collision on a range of tiles in a layer whose index is between the specified `start` and
* `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set
* collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
* enabled (true) or disabled (false).
*
* @function Phaser.Tilemaps.Components.SetCollisionBetween
* @since 3.0.0
*
* @param {number} start - The first index of the tile to be set for collision.
* @param {number} stop - The last index of the tile to be set for collision.
* @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 SetCollisionBetween(start: number, stop: number, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined): void;
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