arcade-physics
Version:
Use Arcade Physics without Phaser.
50 lines • 2.17 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CalculateFacesWithin = require('./CalculateFacesWithin');
var PutTileAt = require('./PutTileAt');
/**
* Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified
* layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile,
* all attributes will be copied over to the specified location. If you pass in an index, only the
* index at the specified location will be changed. Collision information will be recalculated
* within the region tiles were changed.
*
* @function Phaser.Tilemaps.Components.PutTilesAt
* @since 3.0.0
*
* @param {(number[]|number[][]|Phaser.Tilemaps.Tile[]|Phaser.Tilemaps.Tile[][])} tile - A row (array) or grid (2D array) of Tiles or tile indexes to place.
* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
* @param {boolean} recalculateFaces - `true` if the faces data should be recalculated.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*/
var PutTilesAt = function (tilesArray, tileX, tileY, recalculateFaces, layer) {
if (recalculateFaces === undefined) {
recalculateFaces = true;
}
if (!Array.isArray(tilesArray)) {
return null;
}
// Force the input array to be a 2D array
if (!Array.isArray(tilesArray[0])) {
tilesArray = [tilesArray];
}
var height = tilesArray.length;
var width = tilesArray[0].length;
for (var ty = 0; ty < height; ty++) {
for (var tx = 0; tx < width; tx++) {
var tile = tilesArray[ty][tx];
PutTileAt(tile, tileX + tx, tileY + ty, false, layer);
}
}
if (recalculateFaces) {
// Recalculate the faces within the destination area and neighboring tiles
CalculateFacesWithin(tileX - 1, tileY - 1, width + 2, height + 2, layer);
}
};
module.exports = PutTilesAt;
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