arcade-physics
Version:
Use Arcade Physics without Phaser.
31 lines • 1.51 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var RemoveTileAt = require('./RemoveTileAt');
var Vector2 = require('../../math/Vector2');
var point = new Vector2();
/**
* Removes the tile at the given world coordinates in the specified layer and updates the layer's
* collision information.
*
* @function Phaser.Tilemaps.Components.RemoveTileAtWorldXY
* @since 3.0.0
*
* @param {number} worldX - The x coordinate, in pixels.
* @param {number} worldY - The y coordinate, in pixels.
* @param {boolean} replaceWithNull - If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.
* @param {boolean} recalculateFaces - `true` if the faces data should be recalculated.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when calculating the tile index from the world values.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Tilemaps.Tile} The Tile object that was removed.
*/
var RemoveTileAtWorldXY = function (worldX, worldY, replaceWithNull, recalculateFaces, camera, layer) {
layer.tilemapLayer.worldToTileXY(worldX, worldY, true, point, camera, layer);
return RemoveTileAt(point.x, point.y, replaceWithNull, recalculateFaces, layer);
};
module.exports = RemoveTileAtWorldXY;
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