arcade-physics
Version:
Use Arcade Physics without Phaser.
48 lines • 2.08 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');
/**
* Sets collision on the tiles within a layer by checking each tile's collision group data
* (typically defined in Tiled within the tileset collision editor). If any objects are found within
* a tile's collision group, the tile's colliding information will be set. The `collides` parameter
* controls if collision will be enabled (true) or disabled (false).
*
* @function Phaser.Tilemaps.Components.SetCollisionFromCollisionGroup
* @since 3.0.0
*
* @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 SetCollisionFromCollisionGroup = function (collides, recalculateFaces, layer) {
if (collides === undefined) {
collides = true;
}
if (recalculateFaces === undefined) {
recalculateFaces = true;
}
for (var ty = 0; ty < layer.height; ty++) {
for (var tx = 0; tx < layer.width; tx++) {
var tile = layer.data[ty][tx];
if (!tile) {
continue;
}
var collisionGroup = tile.getCollisionGroup();
// It's possible in Tiled to have a collision group without any shapes, e.g. create a
// shape and then delete the shape.
if (collisionGroup && collisionGroup.objects && collisionGroup.objects.length > 0) {
SetTileCollision(tile, collides);
}
}
}
if (recalculateFaces) {
CalculateFacesWithin(0, 0, layer.width, layer.height, layer);
}
};
module.exports = SetCollisionFromCollisionGroup;
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