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https://github.com/photonstorm/phaser
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53 lines
1.9 KiB
JavaScript
53 lines
1.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var SetTileCollision = require('./SetTileCollision');
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var CalculateFacesWithin = require('./CalculateFacesWithin');
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/**
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* Sets collision on the tiles within a layer by checking each tile's collision group data
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* (typically defined in Tiled within the tileset collision editor). If any objects are found within
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* a tile's collision group, the tile's colliding information will be set. The `collides` parameter
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* controls if collision will be enabled (true) or disabled (false).
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*
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* @function Phaser.Tilemaps.Components.SetCollisionFromCollisionGroup
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* @since 3.0.0
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*
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* @param {boolean} collides - If true it will enable collision. If false it will clear collision.
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* @param {boolean} recalculateFaces - Whether or not to recalculate the tile faces after the update.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*/
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var SetCollisionFromCollisionGroup = function (collides, recalculateFaces, layer)
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{
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if (collides === undefined) { collides = true; }
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if (recalculateFaces === undefined) { recalculateFaces = true; }
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for (var ty = 0; ty < layer.height; ty++)
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{
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for (var tx = 0; tx < layer.width; tx++)
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{
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var tile = layer.data[ty][tx];
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if (!tile) { continue; }
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var collisionGroup = tile.getCollisionGroup();
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// It's possible in Tiled to have a collision group without any shapes, e.g. create a
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// shape and then delete the shape.
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if (collisionGroup && collisionGroup.objects && collisionGroup.objects.length > 0)
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{
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SetTileCollision(tile, collides);
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}
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}
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}
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if (recalculateFaces)
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{
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CalculateFacesWithin(0, 0, layer.width, layer.height, layer);
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}
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};
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module.exports = SetCollisionFromCollisionGroup;
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