@@ -10,7 +10,7 @@ var TileIntersectsBody = require('./TileIntersectsBody');
1010 * @param {Phaser.TilemapLayer } tilemapLayer - The tilemapLayer to collide against.
1111 * @return {boolean } Returns true if the body was separated, otherwise false.
1212 */
13- var SeparateTile = function ( i , body , tile , tileWorldRect , tilemapLayer )
13+ var SeparateTile = function ( i , body , tile , tileWorldRect , tilemapLayer , tileBias )
1414{
1515 var tileLeft = tileWorldRect . left ;
1616 var tileTop = tileWorldRect . top ;
@@ -55,7 +55,7 @@ var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer)
5555 {
5656 if ( faceHorizontal )
5757 {
58- ox = TileCheckX ( body , tile , tilemapLayer ) ;
58+ ox = TileCheckX ( body , tile , tilemapLayer , tileBias ) ;
5959
6060 // That's horizontal done, check if we still intersects? If not then we can return now
6161 if ( ox !== 0 && ! TileIntersectsBody ( tileWorldRect , body ) )
@@ -66,14 +66,14 @@ var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer)
6666
6767 if ( faceVertical )
6868 {
69- oy = TileCheckY ( body , tile , tilemapLayer ) ;
69+ oy = TileCheckY ( body , tile , tilemapLayer , tileBias ) ;
7070 }
7171 }
7272 else
7373 {
7474 if ( faceVertical )
7575 {
76- oy = TileCheckY ( body , tile , tilemapLayer ) ;
76+ oy = TileCheckY ( body , tile , tilemapLayer , tileBias ) ;
7777
7878 // That's vertical done, check if we still intersects? If not then we can return now
7979 if ( oy !== 0 && ! TileIntersectsBody ( tileWorldRect , body ) )
@@ -84,7 +84,7 @@ var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer)
8484
8585 if ( faceHorizontal )
8686 {
87- ox = TileCheckX ( body , tile , tilemapLayer ) ;
87+ ox = TileCheckX ( body , tile , tilemapLayer , tileBias ) ;
8888 }
8989 }
9090
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