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

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var SetTileCollision = require('./SetTileCollision');
var CalculateFacesWithin = require('./CalculateFacesWithin');
var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
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/**
* Sets collision on all tiles in the given layer, except for tiles that have an index specified in
* the given array. The `collides` parameter controls if collision will be enabled (true) or
* disabled (false).
*
* @param {array} indexes - An array of the tile indexes to not be counted for collision.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
* @param {LayerData} layer - [description]
*/
var SetCollisionByExclusion = function (indexes, collides, recalculateFaces, layer)
{
if (collides === undefined) { collides = true; }
if (recalculateFaces === undefined) { recalculateFaces = true; }
if (!Array.isArray(indexes)) { indexes = [ indexes ]; }
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// Note: this only updates layer.collideIndexes for tile indexes found currently in the layer
for (var ty = 0; ty < layer.height; ty++)
{
for (var tx = 0; tx < layer.width; tx++)
{
var tile = layer.data[ty][tx];
if (tile && indexes.indexOf(tile.index) === -1)
{
SetTileCollision(tile, collides);
SetLayerCollisionIndex(tile.index, collides, layer);
}
}
}
if (recalculateFaces) { CalculateFacesWithin(0, 0, layer.width, layer.height, layer); }
};
module.exports = SetCollisionByExclusion;