arcade-physics
Version:
Use Arcade Physics without Phaser.
61 lines • 2.54 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 a range of tiles in a layer whose index is between the specified `start` and
* `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set
* collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
* enabled (true) or disabled (false).
*
* @function Phaser.Tilemaps.Components.SetCollisionBetween
* @since 3.0.0
*
* @param {number} start - The first index of the tile to be set for collision.
* @param {number} stop - The last index of the tile to be set for collision.
* @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 SetCollisionBetween = function (start, stop, collides, recalculateFaces, layer, updateLayer) {
if (collides === undefined) {
collides = true;
}
if (recalculateFaces === undefined) {
recalculateFaces = true;
}
if (updateLayer === undefined) {
updateLayer = true;
}
if (start > stop) {
return;
}
// Update the array of colliding indexes
for (var index = start; index <= stop; index++) {
SetLayerCollisionIndex(index, 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) {
if (tile.index >= start && tile.index <= stop) {
SetTileCollision(tile, collides);
}
}
}
}
}
if (recalculateFaces) {
CalculateFacesWithin(0, 0, layer.width, layer.height, layer);
}
};
module.exports = SetCollisionBetween;
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