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arcade-physics

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