arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export = Parse;
/**
* Parses raw data of a given Tilemap format into a new MapData object. If no recognized data format
* is found, returns `null`. When loading from CSV or a 2D array, you should specify the tileWidth &
* tileHeight. When parsing from a map from Tiled, the tileWidth & tileHeight will be pulled from
* the map data.
*
* @function Phaser.Tilemaps.Parsers.Parse
* @since 3.0.0
*
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
* @param {number} mapFormat - See ../Formats.js.
* @param {(number[][]|string|object)} data - 2D array, CSV string or Tiled JSON object.
* @param {number} tileWidth - The width of a tile in pixels. Required for 2D array and CSV, but
* ignored for Tiled JSON.
* @param {number} tileHeight - The height of a tile in pixels. Required for 2D array and CSV, but
* ignored for Tiled JSON.
* @param {boolean} insertNull - Controls how empty tiles, tiles with an index of -1, in the map
* data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
* the tile data doesn't need to change then setting this value to `true` will help with memory
* consumption. However if your map is small or you need to update the tiles dynamically, then leave
* the default value set.
*
* @return {Phaser.Tilemaps.MapData} The created `MapData` object.
*/
declare function Parse(name: string, mapFormat: number, data: (number[][] | string | object), tileWidth: number, tileHeight: number, insertNull: boolean): Phaser.Tilemaps.MapData;
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