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Fixed problem with missing parameter in tileCheckX and tileCheckY.
1 parent 1956d35 commit 212a07b

1 file changed

Lines changed: 7 additions & 4 deletions

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src/physics/arcade/TilemapCollision.js

Lines changed: 7 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -119,6 +119,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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* @method Phaser.Physics.Arcade#separateTile
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tile} tile - The tile to collide against.
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {boolean} Returns true if the body was separated, otherwise false.
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*/
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separateTile: function (i, body, tile, tilemapLayer, overlapOnly) {
@@ -188,7 +189,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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{
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if (tile.faceLeft || tile.faceRight)
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{
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ox = this.tileCheckX(body, tile);
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ox = this.tileCheckX(body, tile, tilemapLayer);
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// That's horizontal done, check if we still intersects? If not then we can return now
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if (ox !== 0 && !tile.intersects((body.position.x - tilemapLayer.position.x), (body.position.y - tilemapLayer.position.y), (body.right - tilemapLayer.position.x), (body.bottom - tilemapLayer.position.y)))
@@ -199,14 +200,14 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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if (tile.faceTop || tile.faceBottom)
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{
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oy = this.tileCheckY(body, tile);
203+
oy = this.tileCheckY(body, tile, tilemapLayer);
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}
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}
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else
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{
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if (tile.faceTop || tile.faceBottom)
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{
209-
oy = this.tileCheckY(body, tile);
210+
oy = this.tileCheckY(body, tile, tilemapLayer);
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// That's vertical done, check if we still intersects? If not then we can return now
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if (oy !== 0 && !tile.intersects((body.position.x - tilemapLayer.position.x), (body.position.y - tilemapLayer.position.y), (body.right - tilemapLayer.position.x), (body.bottom - tilemapLayer.position.y)))
@@ -217,7 +218,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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if (tile.faceLeft || tile.faceRight)
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{
220-
ox = this.tileCheckX(body, tile);
221+
ox = this.tileCheckX(body, tile, tilemapLayer);
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}
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}
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@@ -232,6 +233,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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* @method Phaser.Physics.Arcade#tileCheckX
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tile} tile - The tile to check.
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {number} The amount of separation that occurred.
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*/
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tileCheckX: function (body, tile, tilemapLayer) {
@@ -288,6 +290,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
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* @method Phaser.Physics.Arcade#tileCheckY
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tile} tile - The tile to check.
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {number} The amount of separation that occurred.
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*/
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tileCheckY: function (body, tile, tilemapLayer) {

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