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arcade-physics

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export const Components: { CalculateFacesAt: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile; CalculateFacesWithin: (tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void; CheckIsoBounds: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData, camera?: any) => boolean; Copy: (srcTileX: number, srcTileY: number, width: number, height: number, destTileX: number, destTileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void; CreateFromTiles: (indexes: number | number[], replacements: number | number[] | null, spriteConfig: Phaser.Types.GameObjects.Sprite.SpriteConfig, scene: Phaser.Scene, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.GameObjects.Sprite[]; CullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => Phaser.Geom.Rectangle; CullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[]; Fill: (index: number, tileX: number, tileY: number, width: number, height: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void; FilterTiles: (callback: Function, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[]; FindByIndex: (findIndex: any, skip: number, reverse: boolean, layer: Phaser.Tilemaps.LayerData) => any; FindTile: (callback: import("./components/FindTile").FindTileCallback, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => any; ForEachTile: (callback: import("./components/ForEachTile").EachTileCallback, context: any, tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => void; GetCullTilesFunction: (orientation: number) => Function; GetTileAt: (tileX: number, tileY: number, nonNull: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile; GetTileAtWorldXY: (worldX: number, worldY: number, nonNull: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile; GetTileCorners: (tileX: number, tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2[]; GetTileCornersFunction: (orientation: number) => Function; GetTilesWithin: (tileX: number, tileY: number, width: number, height: number, filteringOptions: any, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[]; GetTilesWithinShape: (shape: any, filteringOptions: any, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[]; GetTilesWithinWorldXY: (worldX: number, worldY: number, width: number, height: number, filteringOptions: any, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile[]; GetTileToWorldXFunction: (orientation: number) => Function; GetTileToWorldXYFunction: (orientation: number) => Function; GetTileToWorldYFunction: (orientation: number) => Function; GetWorldToTileXFunction: (orientation: number) => Function; GetWorldToTileXYFunction: (orientation: number) => Function; GetWorldToTileYFunction: (orientation: number) => Function; HasTileAt: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => boolean | null; HasTileAtWorldXY: (worldX: number, worldY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => boolean | null; HexagonalCullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => any; HexagonalCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[]; HexagonalGetTileCorners: (tileX: number, tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2[]; HexagonalTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2; HexagonalWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2; IsInLayerBounds: (tileX: number, tileY: number, layer: Phaser.Tilemaps.LayerData) => boolean; IsometricCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[]; IsometricTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2; IsometricWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData, originTop?: boolean | undefined) => Phaser.Math.Vector2; PutTileAt: (tile: any, tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile; PutTileAtWorldXY: (tile: any, worldX: number, worldY: number, recalculateFaces: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile; PutTilesAt: (tilesArray: any, tileX: number, tileY: number, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => null | undefined; Randomize: (tileX: number, tileY: number, width: number, height: number, indexes: number[], layer: Phaser.Tilemaps.LayerData) => void; RemoveTileAt: (tileX: number, tileY: number, replaceWithNull: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile; RemoveTileAtWorldXY: (worldX: number, worldY: number, replaceWithNull: boolean, recalculateFaces: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Tilemaps.Tile; RenderDebug: (graphics: Phaser.GameObjects.Graphics, styleConfig: any, layer: Phaser.Tilemaps.LayerData) => void; ReplaceByIndex: (findIndex: number, newIndex: number, tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void; RunCull: (layer: Phaser.Tilemaps.LayerData, bounds: any, renderOrder: number, outputArray: any[]) => Phaser.Tilemaps.Tile[]; SetCollision: (indexes: number | any[], collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined) => void; SetCollisionBetween: (start: number, stop: number, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData, updateLayer?: boolean | undefined) => void; SetCollisionByExclusion: (indexes: number[], collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void; SetCollisionByProperty: (properties: any, collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void; SetCollisionFromCollisionGroup: (collides: boolean, recalculateFaces: boolean, layer: Phaser.Tilemaps.LayerData) => void; SetLayerCollisionIndex: (tileIndex: number, collides: boolean, layer: Phaser.Tilemaps.LayerData) => void; SetTileCollision: (tile: Phaser.Tilemaps.Tile, collides?: boolean | undefined) => void; SetTileIndexCallback: (indexes: number | any[], callback: Function, callbackContext: any, layer: Phaser.Tilemaps.LayerData) => void; SetTileLocationCallback: (tileX: number, tileY: number, width: number, height: number, callback: Function, callbackContext: any, layer: Phaser.Tilemaps.LayerData) => void; Shuffle: (tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void; StaggeredCullBounds: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera) => any; StaggeredCullTiles: (layer: Phaser.Tilemaps.LayerData, camera: Phaser.Cameras.Scene2D.Camera, outputArray?: any[] | undefined, renderOrder?: number | undefined) => Phaser.Tilemaps.Tile[]; StaggeredTileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2; StaggeredTileToWorldY: (tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number; StaggeredWorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2; StaggeredWorldToTileY: (worldY: number, snapToFloor: boolean, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number; SwapByIndex: (indexA: any, indexB: any, tileX: number, tileY: number, width: number, height: number, layer: Phaser.Tilemaps.LayerData) => void; TileToWorldX: (tileX: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number; TileToWorldXY: (tileX: number, tileY: number, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2; TileToWorldY: (tileY: number, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => number; WeightedRandomize: (tileX: number, tileY: number, width: number, height: number, weightedIndexes: any[], layer: Phaser.Tilemaps.LayerData) => void; WorldToTileX: (worldX: number, snapToFloor: boolean, camera: any, layer: Phaser.Tilemaps.LayerData) => number; WorldToTileXY: (worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData) => Phaser.Math.Vector2; WorldToTileY: (worldY: number, snapToFloor: boolean, camera: any, layer: Phaser.Tilemaps.LayerData) => number; }; export const Parsers: { FromOrientationString: (orientation?: string | undefined) => Phaser.Tilemaps.OrientationType; Parse: (name: string, mapFormat: number, data: any, tileWidth: number, tileHeight: number, insertNull: boolean) => Phaser.Tilemaps.MapData; Parse2DArray: (name: string, data: number[][], tileWidth: number, tileHeight: number, insertNull: boolean) => Phaser.Tilemaps.MapData; ParseCSV: (name: string, data: string, tileWidth: number, tileHeight: number, insertNull: boolean) => Phaser.Tilemaps.MapData; Impact: { ParseTileLayers: (json: any, insertNull: boolean) => Phaser.Tilemaps.LayerData[]; ParseTilesets: (json: any) => any[]; ParseWeltmeister: (name: string, json: any, insertNull: boolean) => any; }; Tiled: { AssignTileProperties: (mapData: Phaser.Tilemaps.MapData) => void; Base64Decode: (data: any) => any[]; BuildTilesetIndex: (mapData: Phaser.Tilemaps.MapData) => any[]; CreateGroupLayer: (json: any, group?: any, parentState?: any) => any; ParseGID: (gid: number) => any; ParseImageLayers: (json: any) => any[]; ParseJSONTiled: (name: string, source: any, insertNull: boolean) => any; ParseObject: (tiledObject: any, offsetX?: number | undefined, offsetY?: number | undefined) => any; ParseObjectLayers: (json: any) => any[]; ParseTileLayers: (json: any, insertNull: boolean) => Phaser.Tilemaps.LayerData[]; ParseTilesets: (json: any) => any; }; }; export const Formats: { CSV: number; TILED_JSON: number; ARRAY_2D: number; WELTMEISTER: number; }; export const ImageCollection: any; export const ParseToTilemap: (scene: Phaser.Scene, key?: string | undefined, tileWidth?: number | undefined, tileHeight?: number | undefined, width?: number | undefined, height?: number | undefined, data?: number[][] | undefined, insertNull?: boolean | undefined) => Phaser.Tilemaps.Tilemap; export const Tile: any; export const Tilemap: any; export const TilemapCreator: typeof import("./TilemapCreator"); export const TilemapFactory: typeof import("./TilemapFactory"); export const Tileset: any; export const TilemapLayer: any; export const Orientation: { ORTHOGONAL: number; ISOMETRIC: number; STAGGERED: number; HEXAGONAL: number; }; export const LayerData: any; export const MapData: any; export const ObjectLayer: any; //# sourceMappingURL=index.d.ts.map