arcade-physics
Version:
Use Arcade Physics without Phaser.
29 lines • 1.2 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* A function to process the collision callbacks between a single tile and an Arcade Physics enabled Game Object.
*
* @function Phaser.Physics.Arcade.Tilemap.ProcessTileCallbacks
* @since 3.0.0
*
* @param {Phaser.Tilemaps.Tile} tile - The Tile to process.
* @param {Phaser.GameObjects.Sprite} sprite - The Game Object to process with the Tile.
*
* @return {boolean} The result of the callback, `true` for further processing, or `false` to skip this pair.
*/
var ProcessTileCallbacks = function (tile, sprite) {
// Tile callbacks take priority over layer level callbacks
if (tile.collisionCallback) {
return !tile.collisionCallback.call(tile.collisionCallbackContext, sprite, tile);
}
else if (tile.layer.callbacks[tile.index]) {
return !tile.layer.callbacks[tile.index].callback.call(tile.layer.callbacks[tile.index].callbackContext, sprite, tile);
}
return true;
};
module.exports = ProcessTileCallbacks;
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