/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Formats: any; declare var MapData: any; declare var Parse: any; declare var Tilemap: any; /** * Create a Tilemap from the given key or data. If neither is given, make a blank Tilemap. When * loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing from * a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map data. For * an empty map, you should specify tileWidth, tileHeight, width & height. * * @function Phaser.Tilemaps.ParseToTilemap * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs. * @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data. * @param {integer} [tileWidth=32] - The width of a tile in pixels. * @param {integer} [tileHeight=32] - The height of a tile in pixels. * @param {integer} [width=10] - The width of the map in tiles. * @param {integer} [height=10] - The height of the map in tiles. * @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from * a 2D array of tile indexes. * @param {boolean} [insertNull=false] - 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.Tilemap} */ declare var ParseToTilemap: (scene: any, key: any, tileWidth: any, tileHeight: any, width: any, height: any, data: any, insertNull: any) => any;