/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var GetTilesWithin: any; declare var Color: any; /** * Draws a debug representation of the layer to the given Graphics. This is helpful when you want to * get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles * are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation * wherever you want on the screen. * * @function Phaser.Tilemaps.Components.RenderDebug * @private * @since 3.0.0 * * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon. * @param {object} styleConfig - An object specifying the colors to use for the debug drawing. * @param {?Phaser.Display.Color} [styleConfig.tileColor=blue] - Color to use for drawing a filled rectangle at * non-colliding tile locations. If set to null, non-colliding tiles will not be drawn. * @param {?Phaser.Display.Color} [styleConfig.collidingTileColor=orange] - Color to use for drawing a filled * rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn. * @param {?Phaser.Display.Color} [styleConfig.faceColor=grey] - Color to use for drawing a line at interesting * tile faces. If set to null, interesting tile faces will not be drawn. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ declare var RenderDebug: (graphics: any, styleConfig: any, layer: any) => void;