phaser/src/tilemaps/components/CalculateFacesAt.js
2022-02-28 14:29:51 +00:00

88 lines
2.2 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
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 {number} tileX - The x coordinate.
* @param {number} 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.faceTop = 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;