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arcade-physics

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export = ParseCSV; /** * Parses a CSV string of tile indexes into a new MapData object with a single layer. * * @function Phaser.Tilemaps.Parsers.ParseCSV * @since 3.0.0 * * @param {string} name - The name of the tilemap, used to set the name on the MapData. * @param {string} data - CSV string of tile indexes. * @param {number} tileWidth - The width of a tile in pixels. * @param {number} tileHeight - The height of a tile in pixels. * @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 resulting MapData object. */ declare function ParseCSV(name: string, data: string, tileWidth: number, tileHeight: number, insertNull: boolean): Phaser.Tilemaps.MapData; //# sourceMappingURL=ParseCSV.d.ts.map