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https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
Small styling fixes.
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parent
5415d9b603
commit
1daf897b23
1 changed files with 10 additions and 10 deletions
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@ -129,8 +129,8 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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return false;
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}
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var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
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var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
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var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
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var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
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// We re-check for collision in case body was separated in a previous step
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if (!tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))
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@ -242,14 +242,14 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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tileCheckX: function (body, tile, tilemapLayer) {
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var ox = 0;
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var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
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var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
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if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
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{
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// Body is moving LEFT
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if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
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if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
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{
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ox = (body.x - tilemapLayerOffsetX) - tile.right;
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ox = (body.x - tilemapLayerOffsetX) - tile.right;
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if (ox < -this.TILE_BIAS)
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{
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@ -260,9 +260,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
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{
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// Body is moving RIGHT
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if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
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if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
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{
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ox = (body.right - tilemapLayerOffsetX) - tile.left;
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ox = (body.right - tilemapLayerOffsetX) - tile.left;
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if (ox > this.TILE_BIAS)
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{
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@ -300,7 +300,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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tileCheckY: function (body, tile, tilemapLayer) {
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var oy = 0;
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var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
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var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
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if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
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{
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@ -318,9 +318,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
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{
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// Body is moving DOWN
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if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
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if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
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{
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oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
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oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
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if (oy > this.TILE_BIAS)
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{
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