arcade-physics
Version:
Use Arcade Physics without Phaser.
48 lines • 2.07 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 all tiles in the given layer, except for tiles that have an index specified in
* the given array. The `collides` parameter controls if collision will be enabled (true) or
* disabled (false). Tile indexes not currently in the layer are not affected.
*
* @function Phaser.Tilemaps.Components.SetCollisionByExclusion
* @since 3.0.0
*
* @param {number[]} indexes - An array of the tile indexes to not be counted 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.
*/
var SetCollisionByExclusion = function (indexes, collides, recalculateFaces, layer) {
if (collides === undefined) {
collides = true;
}
if (recalculateFaces === undefined) {
recalculateFaces = true;
}
if (!Array.isArray(indexes)) {
indexes = [indexes];
}
// Note: this only updates layer.collideIndexes for tile indexes found currently in the layer
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);
SetLayerCollisionIndex(tile.index, collides, layer);
}
}
}
if (recalculateFaces) {
CalculateFacesWithin(0, 0, layer.width, layer.height, layer);
}
};
module.exports = SetCollisionByExclusion;
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