phaser/v3/src/gameobjects/tilemap/components/PutTilesAt.js

49 lines
1.7 KiB
JavaScript

var CalculateFacesWithin = require('./CalculateFacesWithin');
var PutTileAt = require('./PutTileAt');
/**
* Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified
* layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile,
* all attributes will be copied over to the specified location. If you pass in an index, only the
* index at the specified location will be changed. Collision information will be recalculated
* within the region tiles were changed.
*
* @param {integer[]|integer[][]|Tile[]|Tile[][]} tile - A row (array) or grid (2D array) of Tiles
* or tile indexes to place.
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {LayerData} layer - [description]
*/
var PutTilesAt = function (tilesArray, tileX, tileY, recalculateFaces, layer)
{
if (!Array.isArray(tilesArray)) { return null; }
if (recalculateFaces === undefined) { recalculateFaces = true; }
// Force the input array to be a 2D array
if (!Array.isArray(tilesArray[0]))
{
tilesArray = [ tilesArray ];
}
var height = tilesArray.length;
var width = tilesArray[0].length;
for (var ty = 0; ty < height; ty++)
{
for (var tx = 0; tx < width; tx++)
{
var tile = tilesArray[ty][tx];
PutTileAt(tile, tileX + tx, tileY + ty, false, layer);
}
}
if (recalculateFaces)
{
// Recalculate the faces within the destination area and neighboring tiles
CalculateFacesWithin(tileX - 1, tileY - 1, width + 2, height + 2, layer);
}
};
module.exports = PutTilesAt;