/** * @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 Components: any; declare var CONST: { VERSION: string; BlendModes: any; ScaleModes: any; AUTO: number; CANVAS: number; WEBGL: number; HEADLESS: number; FOREVER: number; NONE: number; UP: number; DOWN: number; LEFT: number; RIGHT: number; }; declare var GameObject: any; declare var StaticTilemapLayerRender: any; declare var TilemapComponents: any; declare var Utils: any; /** * @classdesc * A StaticTilemapLayer is a game object that renders LayerData from a Tilemap. A * StaticTilemapLayer can only render tiles from a single tileset. * * A StaticTilemapLayer is optimized for speed over flexibility. You cannot apply per-tile * effects like tint or alpha. You cannot change the tiles in a StaticTilemapLayer. Use this * over a DynamicTilemapLayer when you don't need either of those features. * * @class StaticTilemapLayer * @extends Phaser.GameObjects.GameObject * @memberOf Phaser.Tilemaps * @constructor * @since 3.0.0 * * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.ComputedSize * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScaleMode * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * @extends Phaser.GameObjects.Components.ScrollFactor * * @param {Phaser.Scene} scene - [description] * @param {Phaser.Tilemaps.Tilemap} tilemap - The Tilemap this layer is a part of. * @param {integer} layerIndex - The index of the LayerData associated with this layer. * @param {Phaser.Tilemaps.Tileset} tileset - The tileset used to render the tiles in this layer. * @param {number} [x=0] - The world x position where the top left of this layer will be placed. * @param {number} [y=0] - The world y position where the top left of this layer will be placed. */ declare var StaticTilemapLayer: any;