/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetTileAt = require('./GetTileAt'); var GetTilesWithin = require('./GetTilesWithin'); /** * Calculates interesting faces within the rectangular area specified (in tile coordinates) of the * layer. Interesting faces are used internally for optimizing collisions against tiles. This method * is mostly used internally. * * @function Phaser.Tilemaps.Components.CalculateFacesWithin * @private * @since 3.0.0 * * @param {integer} tileX - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {integer} tileY - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {integer} width - How many tiles wide from the `tileX` index the area will be. * @param {integer} height - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ var CalculateFacesWithin = function (tileX, tileY, width, height, layer) { var above = null; var below = null; var left = null; var right = null; var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer); for (var i = 0; i < tiles.length; i++) { var tile = tiles[i]; if (tile) { if (tile.collides) { above = GetTileAt(tile.x, tile.y - 1, true, layer); below = GetTileAt(tile.x, tile.y + 1, true, layer); left = GetTileAt(tile.x - 1, tile.y, true, layer); right = GetTileAt(tile.x + 1, tile.y, true, layer); tile.faceTop = (above && above.collides) ? false : true; tile.faceBottom = (below && below.collides) ? false : true; tile.faceLeft = (left && left.collides) ? false : true; tile.faceRight = (right && right.collides) ? false : true; } else { tile.resetFaces(); } } } }; module.exports = CalculateFacesWithin;