arcade-physics
Version:
Use Arcade Physics without Phaser.
16 lines • 976 B
TypeScript
export = SetCollisionFromCollisionGroup;
/**
* Sets collision on the tiles within a layer by checking each tile's collision group data
* (typically defined in Tiled within the tileset collision editor). If any objects are found within
* a tile's collision group, the tile's colliding information will be set. The `collides` parameter
* controls if collision will be enabled (true) or disabled (false).
*
* @function Phaser.Tilemaps.Components.SetCollisionFromCollisionGroup
* @since 3.0.0
*
* @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 SetCollisionFromCollisionGroup(collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData): void;
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