phaser/src/tilemaps/components/SetCollisionByProperty.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var SetTileCollision = require('./SetTileCollision');
var CalculateFacesWithin = require('./CalculateFacesWithin');
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var HasValue = require('../../utils/object/HasValue');
/**
* Sets collision on the tiles within a layer by checking tile properties. If a tile has a property
* that matches the given properties object, its collision flag will be set. The `collides`
* parameter controls if collision will be enabled (true) or disabled (false). Passing in
* `{ collides: true }` would update the collision flag on any tiles with a "collides" property that
* has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can
* also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a
* "types" property that matches any of those values, its collision flag will be updated.
*
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* @function Phaser.Tilemaps.Components.SetCollisionByProperty
* @since 3.0.0
*
* @param {object} properties - An object with tile properties and corresponding values that should be checked.
* @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.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*/
var SetCollisionByProperty = function (properties, collides, recalculateFaces, layer)
{
if (collides === undefined) { collides = true; }
if (recalculateFaces === undefined) { recalculateFaces = true; }
for (var ty = 0; ty < layer.height; ty++)
{
for (var tx = 0; tx < layer.width; tx++)
{
var tile = layer.data[ty][tx];
if (!tile) { continue; }
for (var property in properties)
{
if (!HasValue(tile.properties, property)) { continue; }
var values = properties[property];
if (!Array.isArray(values))
{
values = [ values ];
}
for (var i = 0; i < values.length; i++)
{
if (tile.properties[property] === values[i])
{
SetTileCollision(tile, collides);
}
}
}
}
}
if (recalculateFaces)
{
CalculateFacesWithin(0, 0, layer.width, layer.height, layer);
}
};
module.exports = SetCollisionByProperty;