arcade-physics
Version:
Use Arcade Physics without Phaser.
26 lines • 1.15 kB
JavaScript
;
/**
* @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