arcade-physics
Version:
Use Arcade Physics without Phaser.
68 lines • 2.38 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}
*/
/**
* Searches the entire map layer for the first tile matching the given index, then returns that Tile
* object. If no match is found, it returns null. The search starts from the top-left tile and
* continues horizontally until it hits the end of the row, then it drops down to the next column.
* If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to
* the top-left.
*
* @function Phaser.Tilemaps.Components.FindByIndex
* @since 3.0.0
*
* @param {number} index - The tile index value to search for.
* @param {number} skip - The number of times to skip a matching tile before returning.
* @param {boolean} reverse - If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {?Phaser.Tilemaps.Tile} The first (or n skipped) tile with the matching index.
*/
var FindByIndex = function (findIndex, skip, reverse, layer) {
if (skip === undefined) {
skip = 0;
}
if (reverse === undefined) {
reverse = false;
}
var count = 0;
var tx;
var ty;
var tile;
if (reverse) {
for (ty = layer.height - 1; ty >= 0; ty--) {
for (tx = layer.width - 1; tx >= 0; tx--) {
tile = layer.data[ty][tx];
if (tile && tile.index === findIndex) {
if (count === skip) {
return tile;
}
else {
count += 1;
}
}
}
}
}
else {
for (ty = 0; ty < layer.height; ty++) {
for (tx = 0; tx < layer.width; tx++) {
tile = layer.data[ty][tx];
if (tile && tile.index === findIndex) {
if (count === skip) {
return tile;
}
else {
count += 1;
}
}
}
}
}
return null;
};
module.exports = FindByIndex;
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