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arcade-physics

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export = Shuffle; /** * Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given * layer. It will only randomize the tiles in that area, so if they're all the same nothing will * appear to have changed! This method only modifies tile indexes and does not change collision * information. * * @function Phaser.Tilemaps.Components.Shuffle * @since 3.0.0 * * @param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} width - How many tiles wide from the `tileX` index the area will be. * @param {number} height - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ declare function Shuffle(tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData): void; //# sourceMappingURL=Shuffle.d.ts.map