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arcade-physics

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export = SetCollisionByProperty; /** * Sets collision on the tiles within a layer by checking tile properties. If a tile has a property * that matches the given properties object, its collision flag will be set. The `collides` * parameter controls if collision will be enabled (true) or disabled (false). Passing in * `{ collides: true }` would update the collision flag on any tiles with a "collides" property that * has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can * also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a * "types" property that matches any of those values, its collision flag will be updated. * * @function Phaser.Tilemaps.Components.SetCollisionByProperty * @since 3.0.0 * * @param {object} properties - An object with tile properties and corresponding values that should be checked. * @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. */ declare function SetCollisionByProperty(properties: object, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData): void; //# sourceMappingURL=SetCollisionByProperty.d.ts.map