arcade-physics
Version:
Use Arcade Physics without Phaser.
42 lines • 1.44 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var IsInLayerBounds = require('./IsInLayerBounds');
/**
* Gets a tile at the given tile coordinates from the given layer.
*
* @function Phaser.Tilemaps.Components.GetTileAt
* @since 3.0.0
*
* @param {number} tileX - X position to get the tile from (given in tile units, not pixels).
* @param {number} tileY - Y position to get the tile from (given in tile units, not pixels).
* @param {boolean} nonNull - If true getTile won't return null for empty tiles, but a Tile object with an index of -1.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
*/
var GetTileAt = function (tileX, tileY, nonNull, layer) {
if (nonNull === undefined) {
nonNull = false;
}
if (IsInLayerBounds(tileX, tileY, layer)) {
var tile = layer.data[tileY][tileX] || null;
if (!tile) {
return null;
}
else if (tile.index === -1) {
return nonNull ? tile : null;
}
else {
return tile;
}
}
else {
return null;
}
};
module.exports = GetTileAt;
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