/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var SetTileCollision = require('./SetTileCollision'); var CalculateFacesWithin = require('./CalculateFacesWithin'); /** * Sets collision on the tiles within a layer by checking each tile's collision group data * (typically defined in Tiled within the tileset collision editor). If any objects are found within * a tile's collision group, the tile's colliding information will be set. The `collides` parameter * controls if collision will be enabled (true) or disabled (false). * * @function Phaser.Tilemaps.Components.SetCollisionFromCollisionGroup * @private * @since 3.0.0 * * @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 {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ var SetCollisionFromCollisionGroup = function (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; } var collisionGroup = tile.getCollisionGroup(); // It's possible in Tiled to have a collision group without any shapes, e.g. create a // shape and then delete the shape. if (collisionGroup && collisionGroup.objects && collisionGroup.objects.length > 0) { SetTileCollision(tile, collides); } } } if (recalculateFaces) { CalculateFacesWithin(0, 0, layer.width, layer.height, layer); } }; module.exports = SetCollisionFromCollisionGroup;