/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Class: any; declare var DegToRad: any; declare var DynamicTilemapLayer: any; declare var Extend: any; declare var Formats: any; declare var LayerData: any; declare var Rotate: (items: any, value: any, step: any, index: any, direction: any) => any; declare var StaticTilemapLayer: any; declare var Tile: any; declare var TilemapComponents: any; declare var Tileset: any; /** * @callback TilemapFilterCallback * * @param {Phaser.GameObjects.GameObject} value - [description] * @param {number} index - [description] * @param {Phaser.GameObjects.GameObject[]} array - [description] * * @return {Phaser.GameObjects.GameObject} [description] */ /** * @callback TilemapFindCallback * * @param {Phaser.GameObjects.GameObject} value - [description] * @param {number} index - [description] * @param {Phaser.GameObjects.GameObject[]} array - [description] * * @return {boolean} [description] */ /** * @classdesc * A Tilemap is a container for Tilemap data. This isn't a display object, rather, it holds data * about the map and allows you to add tilesets and tilemap layers to it. A map can have one or * more tilemap layers (StaticTilemapLayer or DynamicTilemapLayer), which are the display * objects that actually render tiles. * * The Tilemap data be parsed from a Tiled JSON file, a CSV file or a 2D array. Tiled is a free * software package specifically for creating tile maps, and is available from: * http://www.mapeditor.org * * A Tilemap has handy methods for getting & manipulating the tiles within a layer. You can only * use the methods that change tiles (e.g. removeTileAt) on a DynamicTilemapLayer. * * Note that all Tilemaps use a base tile size to calculate dimensions from, but that a * StaticTilemapLayer or DynamicTilemapLayer may have its own unique tile size that overrides * it. * * @class Tilemap * @memberOf Phaser.Tilemaps * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs. * @param {Phaser.Tilemaps.MapData} mapData - A MapData instance containing Tilemap data. */ declare var Tilemap: any;