var GetTileAt = require('./GetTileAt'); /** * Calculates interesting faces at the given tile coordinates of the specified layer. Interesting * faces are used internally for optimizing collisions against tiles. This method is mostly used * internally to optimize recalculating faces when only one tile has been changed. * * @function Phaser.Tilemaps.Components.CalculateFacesAt * @since 3.0.0 * * @param {integer} tileX - The x coordinate. * @param {integer} tileY - The y coordinate. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ var CalculateFacesAt = function (tileX, tileY, layer) { var tile = GetTileAt(tileX, tileY, true, layer); var above = GetTileAt(tileX, tileY - 1, true, layer); var below = GetTileAt(tileX, tileY + 1, true, layer); var left = GetTileAt(tileX - 1, tileY, true, layer); var right = GetTileAt(tileX + 1, tileY, true, layer); var tileCollides = tile && tile.collides; // Assume the changed tile has all interesting edges if (tileCollides) { tile.faceBottom = true; tile.faceBottom = true; tile.faceLeft = true; tile.faceRight = true; } // Reset edges that are shared between tile and its neighbors if (above && above.collides) { if (tileCollides) { tile.faceTop = false; } above.faceBottom = !tileCollides; } if (below && below.collides) { if (tileCollides) { tile.faceBottom = false; } below.faceTop = !tileCollides; } if (left && left.collides) { if (tileCollides) { tile.faceLeft = false; } left.faceRight = !tileCollides; } if (right && right.collides) { if (tileCollides) { tile.faceRight = false; } right.faceLeft = !tileCollides; } if (tile && !tile.collides) { tile.resetFaces(); } return tile; }; module.exports = CalculateFacesAt;