/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var TileToWorldX: any; declare var TileToWorldY: any; declare var GetTilesWithin: any; declare var ReplaceByIndex: any; /** * Creates a Sprite for every object matching the given tile indexes in the layer. You can * optionally specify if each tile will be replaced with a new tile after the Sprite has been * created. This is useful if you want to lay down special tiles in a level that are converted to * Sprites, but want to replace the tile itself with a floor tile or similar once converted. * * @function Phaser.Tilemaps.Components.CreateFromTiles * @private * @since 3.0.0 * * @param {(integer|array)} indexes - The tile index, or array of indexes, to create Sprites from. * @param {(integer|array)} replacements - The tile index, or array of indexes, to change a converted * tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a * one-to-one mapping with the indexes array. * @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e. * scene.make.sprite). * @param {Phaser.Scene} [scene=scene the map is within] - The Scene to create the Sprites within. * @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when determining the world XY * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. * * @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created. */ declare var CreateFromTiles: (indexes: any, replacements: any, spriteConfig: any, scene: any, camera: any, layer: any) => any[];