phaser/v3/src/gameobjects/tilemap/components/CalculateFacesWithin.js

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var GetTileAt = require('./GetTileAt');
var GetTilesWithin = require('./GetTilesWithin');
2017-11-26 15:05:19 +00:00
/**
* Calculates interesting faces within the rectangular area specified (in tile coordinates).
* Interesting faces are used internally for optimizing collisions against tiles. This method is
* mostly used internally.
*
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {LayerData} layer - [description]
*/
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 && 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;
}
}
};
module.exports = CalculateFacesWithin;