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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetTileAt = require('./GetTileAt'); var GetTilesWithin = require('./GetTilesWithin'); /** * Calculates the interesting faces for all collidable tiles within the rectangular area specified * (in tile coordinates) of the layer. An "interesting face" is an exposed edge of a collidable tile * — specifically, any face that is not shared with another collidable tile adjacent to it. For * example, if two collidable tiles sit side by side, the shared edge between them is not an * interesting face because a physics body moving between them would never collide with it. Only * interesting faces are tested during collision resolution, which avoids the internal-edge problem * and keeps collision checks efficient. This function is called automatically when tiles are placed * or removed, and is mostly used internally by the tilemap system. * * @function Phaser.Tilemaps.Components.CalculateFacesWithin * @since 3.0.0 * * @param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} width - How many tiles wide from the `tileX` index the area will be. * @param {number} height - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ var CalculateFacesWithin = function (tileX, tileY, width, height, layer) { var above = null; var below = null; var left = null; var right = null; var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer); for (var i = 0; i < tiles.length; i++) { var tile = tiles[i]; if (tile) { if (tile.collides) { above = GetTileAt(tile.x, tile.y - 1, true, layer); below = GetTileAt(tile.x, tile.y + 1, true, layer); left = GetTileAt(tile.x - 1, tile.y, true, layer); right = GetTileAt(tile.x + 1, tile.y, true, layer); tile.faceTop = (above && above.collides) ? false : true; tile.faceBottom = (below && below.collides) ? false : true; tile.faceLeft = (left && left.collides) ? false : true; tile.faceRight = (right && right.collides) ? false : true; } else { tile.resetFaces(); } } } }; module.exports = CalculateFacesWithin;