/** * @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; /** * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the * specified layer. Each tile will receive a new index. New indexes are drawn from the given * weightedIndexes array. An example weighted array: * * [ * { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 * { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 * { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 * { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 * ] * * The probability of any index being choose is (the index's weight) / (sum of all weights). This * method only modifies tile indexes and does not change collision information. * * @function Phaser.Tilemaps.Components.WeightedRandomize * @private * @since 3.0.0 * * @param {integer} [tileX=0] - [description] * @param {integer} [tileY=0] - [description] * @param {integer} [width=max width based on tileX] - [description] * @param {integer} [height=max height based on tileY] - [description] * @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during * randomization. They should be in the form: { index: 0, weight: 4 } or * { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ declare var WeightedRandomize: (tileX: any, tileY: any, width: any, height: any, weightedIndexes: any, layer: any) => void;