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arcade-physics

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"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013-2023 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Checks for intersection between the given tile rectangle-like object and an Arcade Physics body. * * @function Phaser.Physics.Arcade.Tilemap.TileIntersectsBody * @since 3.0.0 * * @param {{ left: number, right: number, top: number, bottom: number }} tileWorldRect - A rectangle object that defines the tile placement in the world. * @param {Phaser.Physics.Arcade.Body} body - The body to check for intersection against. * * @return {boolean} Returns `true` of the tile intersects with the body, otherwise `false`. */ var TileIntersectsBody = function (tileWorldRect, body) { // Currently, all bodies are treated as rectangles when colliding with a Tile. return !(body.right <= tileWorldRect.left || body.bottom <= tileWorldRect.top || body.position.x >= tileWorldRect.right || body.position.y >= tileWorldRect.bottom); }; module.exports = TileIntersectsBody; //# sourceMappingURL=TileIntersectsBody.js.map