- Source: src/physics/arcade/tilemap/index.js (Line 7)
Methods
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<static> ProcessTileCallbacks(tile, sprite)
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A function to process the collision callbacks between a single tile and an Arcade Physics enabled Game Object.
Parameters:
Name Type Description tile
Phaser.Tilemaps.Tile The Tile to process.
sprite
Phaser.GameObjects.Sprite The Game Object to process with the Tile.
- Since: 3.0.0
- Source: src/physics/arcade/tilemap/ProcessTileCallbacks.js (Line 7)
Returns:
The result of the callback,
true
for further processing, orfalse
to skip this pair.- Type
- boolean
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<static> ProcessTileSeparationX(body, x)
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Internal function to process the separation of a physics body from a tile.
Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body The Body object to separate.
x
number The x separation amount.
- Since: 3.0.0
- Source: src/physics/arcade/tilemap/ProcessTileSeparationX.js (Line 7)
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<static> ProcessTileSeparationY(body, y)
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Internal function to process the separation of a physics body from a tile.
Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body The Body object to separate.
y
number The y separation amount.
- Since: 3.0.0
- Source: src/physics/arcade/tilemap/ProcessTileSeparationY.js (Line 7)
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<static> SeparateTile(i, body, tile, tileWorldRect, tilemapLayer, tileBias, isLayer)
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The core separation function to separate a physics body and a tile.
Parameters:
Name Type Description i
number The index of the tile within the map data.
body
Phaser.Physics.Arcade.Body The Body object to separate.
tile
Phaser.Tilemaps.Tile The tile to collide against.
tileWorldRect
Phaser.Geom.Rectangle A rectangle-like object defining the dimensions of the tile.
tilemapLayer
Phaser.Tilemaps.TilemapLayer The tilemapLayer to collide against.
tileBias
number The tile bias value. Populated by the
World.TILE_BIAS
constant.isLayer
boolean Is this check coming from a TilemapLayer or an array of tiles?
- Since: 3.0.0
- Source: src/physics/arcade/tilemap/SeparateTile.js (Line 11)
Returns:
true
if the body was separated, otherwisefalse
.- Type
- boolean
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<static> TileCheckX(body, tile, tileLeft, tileRight, tileBias, isLayer)
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Check the body against the given tile on the X axis. Used internally by the SeparateTile function.
Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body The Body object to separate.
tile
Phaser.Tilemaps.Tile The tile to check.
tileLeft
number The left position of the tile within the tile world.
tileRight
number The right position of the tile within the tile world.
tileBias
number The tile bias value. Populated by the
World.TILE_BIAS
constant.isLayer
boolean Is this check coming from a TilemapLayer or an array of tiles?
- Since: 3.0.0
- Source: src/physics/arcade/tilemap/TileCheckX.js (Line 9)
Returns:
The amount of separation that occurred.
- Type
- number
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<static> TileCheckY(body, tile, tileTop, tileBottom, tileBias, isLayer)
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Check the body against the given tile on the Y axis. Used internally by the SeparateTile function.
Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body The Body object to separate.
tile
Phaser.Tilemaps.Tile The tile to check.
tileTop
number The top position of the tile within the tile world.
tileBottom
number The bottom position of the tile within the tile world.
tileBias
number The tile bias value. Populated by the
World.TILE_BIAS
constant.isLayer
boolean Is this check coming from a TilemapLayer or an array of tiles?
- Since: 3.0.0
- Source: src/physics/arcade/tilemap/TileCheckY.js (Line 9)
Returns:
The amount of separation that occurred.
- Type
- number
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<static> TileIntersectsBody(tileWorldRect, body)
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Checks for intersection between the given tile rectangle-like object and an Arcade Physics body.
Parameters:
Name Type Description tileWorldRect
Object A rectangle object that defines the tile placement in the world.
body
Phaser.Physics.Arcade.Body The body to check for intersection against.
- Since: 3.0.0
- Source: src/physics/arcade/tilemap/TileIntersectsBody.js (Line 7)
Returns:
Returns
true
of the tile intersects with the body, otherwisefalse
.- Type
- boolean