mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
43 lines
1.7 KiB
JavaScript
43 lines
1.7 KiB
JavaScript
var SetTileCollision = require('./SetTileCollision');
|
|
var CalculateFacesWithin = require('./CalculateFacesWithin');
|
|
|
|
/**
|
|
* Sets collision on the tiles within a layer by checking each tile's collision group data
|
|
* (typically defined in Tiled within the tileset collision editor). If any objects are found within
|
|
* a tile's collision group, the tile's colliding information will be set. The `collides` parameter
|
|
* controls if collision will be enabled (true) or disabled (false).
|
|
*
|
|
* @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 {LayerData} layer - [description]
|
|
*/
|
|
var SetCollisionFromCollisionGroup = function (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; }
|
|
|
|
var collisionGroup = tile.getCollisionGroup();
|
|
|
|
// It's possible in Tiled to have a collision group without any shapes, e.g. create a
|
|
// shape and then delete the shape.
|
|
if (collisionGroup && collisionGroup.objects && collisionGroup.objects.length > 0)
|
|
{
|
|
SetTileCollision(tile, collides);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (recalculateFaces) { CalculateFacesWithin(0, 0, layer.width, layer.height, layer); }
|
|
};
|
|
|
|
module.exports = SetCollisionFromCollisionGroup;
|