arcade-physics
Version:
Use Arcade Physics without Phaser.
68 lines • 3.07 kB
JavaScript
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetTilesWithin = require('./GetTilesWithin');
var ReplaceByIndex = require('./ReplaceByIndex');
/**
* Creates a Sprite for every object matching the given tile indexes in the layer. You can
* optionally specify if each tile will be replaced with a new tile after the Sprite has been
* created. This is useful if you want to lay down special tiles in a level that are converted to
* Sprites, but want to replace the tile itself with a floor tile or similar once converted.
*
* @function Phaser.Tilemaps.Components.CreateFromTiles
* @since 3.0.0
*
* @param {(number|number[])} indexes - The tile index, or array of indexes, to create Sprites from.
* @param {?(number|number[])} replacements - The tile index, or array of indexes, to change a converted tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.
* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e. scene.make.sprite).
* @param {Phaser.Scene} scene - The Scene to create the Sprites within.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when determining the world XY
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
*/
var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, camera, layer) {
if (!spriteConfig) {
spriteConfig = {};
}
if (!Array.isArray(indexes)) {
indexes = [indexes];
}
var tilemapLayer = layer.tilemapLayer;
if (!scene) {
scene = tilemapLayer.scene;
}
if (!camera) {
camera = scene.cameras.main;
}
var tiles = GetTilesWithin(0, 0, layer.width, layer.height, null, layer);
var sprites = [];
var i;
for (i = 0; i < tiles.length; i++) {
var tile = tiles[i];
if (indexes.indexOf(tile.index) !== -1) {
var point = tilemapLayer.tileToWorldXY(tile.x, tile.y, undefined, camera, layer);
spriteConfig.x = point.x;
spriteConfig.y = point.y;
sprites.push(scene.make.sprite(spriteConfig));
}
}
if (typeof replacements === 'number') {
// Assume 1 replacement for all types of tile given
for (i = 0; i < indexes.length; i++) {
ReplaceByIndex(indexes[i], replacements, 0, 0, layer.width, layer.height, layer);
}
}
else if (Array.isArray(replacements)) {
// Assume 1 to 1 mapping with indexes array
for (i = 0; i < indexes.length; i++) {
ReplaceByIndex(indexes[i], replacements[i], 0, 0, layer.width, layer.height, layer);
}
}
return sprites;
};
module.exports = CreateFromTiles;
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