arcade-physics
Version:
Use Arcade Physics without Phaser.
38 lines • 1.28 kB
JavaScript
;
/* eslint-disable no-prototype-builtins */
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
const Clone_1 = __importDefault(require("./Clone"));
/**
* Creates a new Object using all values from obj1 and obj2.
* If a value exists in both obj1 and obj2, the value in obj1 is used.
*
* This is only a shallow copy. Deeply nested objects are not cloned, so be sure to only use this
* function on shallow objects.
*
* @function Phaser.Utils.Objects.Merge
* @since 3.0.0
*
* @param {object} obj1 - The first object.
* @param {object} obj2 - The second object.
*
* @return {object} A new object containing the union of obj1's and obj2's properties.
*/
const Merge = (obj1, obj2) => {
const clone = (0, Clone_1.default)(obj1);
for (const key in obj2) {
if (!clone.hasOwnProperty(key)) {
clone[key] = obj2[key];
}
}
return clone;
};
exports.default = Merge;
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