/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var SetTileCollision: any; declare var CalculateFacesWithin: (tileX: any, tileY: any, width: any, height: any, layer: any) => void; declare var HasValue: any; /** * Sets collision on the tiles within a layer by checking tile properties. If a tile has a property * that matches the given properties object, its collision flag will be set. The `collides` * parameter controls if collision will be enabled (true) or disabled (false). Passing in * `{ collides: true }` would update the collision flag on any tiles with a "collides" property that * has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can * also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a * "types" property that matches any of those values, its collision flag will be updated. * * @function Phaser.Tilemaps.Components.SetCollisionByProperty * @private * @since 3.0.0 * * @param {object} properties - An object with tile properties and corresponding values that should * be checked. * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear * collision. * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the * update. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ declare var SetCollisionByProperty: (properties: any, collides: any, recalculateFaces: any, layer: any) => void;