arcade-physics
Version:
Use Arcade Physics without Phaser.
57 lines • 2.33 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var SetTileCollision = require('./SetTileCollision');
var CalculateFacesWithin = require('./CalculateFacesWithin');
var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
/**
* Sets collision on the given tile or tiles within a layer by index. You can pass in either a
* single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if
* collision will be enabled (true) or disabled (false).
*
* @function Phaser.Tilemaps.Components.SetCollision
* @since 3.0.0
*
* @param {(number|array)} indexes - Either a single tile index, or an array of tile indexes.
* @param {boolean} collides - If true it will enable collision. If false it will clear collision.
* @param {boolean} recalculateFaces - Whether or not to recalculate the tile faces after the update.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
* @param {boolean} [updateLayer=true] - If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.
*/
var SetCollision = function (indexes, collides, recalculateFaces, layer, updateLayer) {
if (collides === undefined) {
collides = true;
}
if (recalculateFaces === undefined) {
recalculateFaces = true;
}
if (updateLayer === undefined) {
updateLayer = true;
}
if (!Array.isArray(indexes)) {
indexes = [indexes];
}
// Update the array of colliding indexes
for (var i = 0; i < indexes.length; i++) {
SetLayerCollisionIndex(indexes[i], collides, layer);
}
// Update the tiles
if (updateLayer) {
for (var ty = 0; ty < layer.height; ty++) {
for (var tx = 0; tx < layer.width; tx++) {
var tile = layer.data[ty][tx];
if (tile && indexes.indexOf(tile.index) !== -1) {
SetTileCollision(tile, collides);
}
}
}
}
if (recalculateFaces) {
CalculateFacesWithin(0, 0, layer.width, layer.height, layer);
}
};
module.exports = SetCollision;
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