/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var SetTileCollision = require('./SetTileCollision'); var CalculateFacesWithin = require('./CalculateFacesWithin'); 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. * * @function Phaser.Tilemaps.Components.SetCollisionByProperty * @private * @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. * @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;