TileCollision

TileCollision

LittleJS Tile Layer System
- Caches arrays of tiles to offscreen canvas for fast rendering
- Unlimted numbers of layers, allocates canvases as needed
- Interfaces with EngineObject for collision
- Collision layer is separate from visible layers
- Tile layers can be drawn to using their context with canvas2d
- It is recommended to have a visible layer that matches the collision

Members

# (static) tileCollision

The tile collision layer array, use setTileCollisionData and getTileCollisionData to access

# (static) tileCollisionSize :Vector2

Size of the tile collision layer
Type:

Methods

# (static) getTileCollisionData(pos) → {Number}

Get tile collision data
Parameters:
Name Type Description
pos Vector2
Returns:
Type
Number

# (static) initTileCollision(size)

Clear and initialize tile collision
Parameters:
Name Type Description
size Vector2

# (static) setTileCollisionData(pos, dataopt)

Set tile collision data
Parameters:
Name Type Attributes Default Description
pos Vector2
data Number <optional>
0

# (static) tileCollisionRaycast(posStart, posEnd, objectopt) → {Vector2}

Return the center of tile if any that is hit (this does not return the exact hit point)
Parameters:
Name Type Attributes Description
posStart Vector2
posEnd Vector2
object EngineObject <optional>
Returns:
Type
Vector2

# (static) tileCollisionTest(pos, sizeopt, objectopt) → {Boolean}

Check if collision with another object should occur
Parameters:
Name Type Attributes Default Description
pos Vector2
size Vector2 <optional>
new Vector2(1,1)
object EngineObject <optional>
Returns:
Type
Boolean