/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Bodies: any; declare var Body: any; declare var Class: any; declare var Components: any; declare var GetFastValue: any; declare var HasValue: any; declare var Vertices: any; /** * @classdesc * A wrapper around a Tile that provides access to a corresponding Matter body. A tile can only * have one Matter body associated with it. You can either pass in an existing Matter body for * the tile or allow the constructor to create the corresponding body for you. If the Tile has a * collision group (defined in Tiled), those shapes will be used to create the body. If not, the * tile's rectangle bounding box will be used. * * The corresponding body will be accessible on the Tile itself via Tile.physics.matterBody. * * Note: not all Tiled collision shapes are supported. See * Phaser.Physics.Matter.TileBody#setFromTileCollision for more information. * * @class TileBody * @memberOf Phaser.Physics.Matter * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Matter.Components.Bounce * @extends Phaser.Physics.Matter.Components.Collision * @extends Phaser.Physics.Matter.Components.Friction * @extends Phaser.Physics.Matter.Components.Gravity * @extends Phaser.Physics.Matter.Components.Mass * @extends Phaser.Physics.Matter.Components.Sensor * @extends Phaser.Physics.Matter.Components.Sleep * @extends Phaser.Physics.Matter.Components.Static * * @param {Phaser.Physics.Matter.World} world - [description] * @param {Phaser.Tilemaps.Tile} tile - The target tile that should have a Matter body. * @param {object} [options] - Options to be used when creating the Matter body. See * Phaser.Physics.Matter.Matter.Body for a list of what Matter accepts. * @param {Phaser.Physics.Matter.Matter.Body} [options.body=null] - An existing Matter body to * be used instead of creating a new one. * @param {boolean} [options.isStatic=true] - Whether or not the newly created body should be * made static. This defaults to true since typically tiles should not be moved. * @param {boolean} [options.addToWorld=true] - Whether or not to add the newly created body (or * existing body if options.body is used) to the Matter world. */ declare var MatterTileBody: any;