arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
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