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

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var Tile = require('../Tile');
var IsInLayerBounds = require('./IsInLayerBounds');
var RecalculateFacesAt = require('./RecalculateFacesAt');
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/**
* Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index
* or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified
* location. If you pass in an index, only the index at the specified location will be changed.
* Collision information will be recalculated at the specified location.
*
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
* @param {number} tileX - [description]
* @param {number} tileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {LayerData} layer - [description]
* @return {Tile} The Tile object that was created or added to this map.
*/
var PutTileAt = function (tile, tileX, tileY, recalculateFaces, layer)
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{
if (!IsInLayerBounds(tileX, tileY, layer)) { return null; }
if (recalculateFaces === undefined) { recalculateFaces = true; }
var oldTile = layer.data[tileY][tileX];
var oldTileCollides = oldTile && oldTile.collides;
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if (tile instanceof Tile)
{
if (layer.data[tileY][tileX] === null)
{
layer.data[tileY][tileX] = new Tile(layer, tile.index, tileX, tileY, tile.width, tile.height);
}
layer.data[tileY][tileX].copy(tile);
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}
else
{
var index = tile;
if (layer.data[tileY][tileX] === null)
{
layer.data[tileY][tileX] = new Tile(layer, index, tileX, tileY, layer.tileWidth, layer.tileHeight);
}
else
{
layer.data[tileY][tileX].index = index;
}
}
// Updating colliding flag on the new tile
var newTile = layer.data[tileY][tileX];
if (layer.collideIndexes.indexOf(newTile.index) !== -1)
{
newTile.setCollision(true);
}
else
{
newTile.resetCollision();
}
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// Recalculate faces only if the colliding flag at (tileX, tileY) has changed
if (recalculateFaces && (oldTileCollides !== newTile.collides))
{
RecalculateFacesAt(tileX, tileY, layer);
}
return newTile;
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};
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module.exports = PutTileAt;
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