phaser/src/gameobjects/tilemap/components/SetCollisionBetween.js
2018-01-09 21:43:56 +00:00

51 lines
1.8 KiB
JavaScript

var SetTileCollision = require('./SetTileCollision');
var CalculateFacesWithin = require('./CalculateFacesWithin');
var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
/**
* Sets collision on a range of tiles in a layer whose index is between the specified `start` and
* `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set
* collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
* enabled (true) or disabled (false).
*
* @param {integer} start - The first index of the tile to be set for collision.
* @param {integer} stop - The last index of the tile to be set for collision.
* @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 SetCollisionBetween = function (start, stop, collides, recalculateFaces, layer)
{
if (collides === undefined) { collides = true; }
if (recalculateFaces === undefined) { recalculateFaces = true; }
if (start > stop) { return; }
// Update the array of colliding indexes
for (var index = start; index <= stop; index++)
{
SetLayerCollisionIndex(index, collides, layer);
}
// Update the tiles
for (var ty = 0; ty < layer.height; ty++)
{
for (var tx = 0; tx < layer.width; tx++)
{
var tile = layer.data[ty][tx];
if (tile)
{
if (tile.index >= start && tile.index <= stop)
{
SetTileCollision(tile, collides);
}
}
}
}
if (recalculateFaces) { CalculateFacesWithin(0, 0, layer.width, layer.height, layer); }
};
module.exports = SetCollisionBetween;