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SetHitArea.js
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SetHitArea.js
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/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Passes all provided Game Objects to the Input Manager to enable them for input with identical areas and callbacks.
*
* @see {@link Phaser.GameObjects.GameObject#setInteractive}
*
* @function Phaser.Actions.SetHitArea
* @since 3.0.0
*
* @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]
*
* @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action.
* @param {(Phaser.Types.Input.InputConfiguration|any)} [hitArea] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.
* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.
*
* @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action.
*/
var SetHitArea = function (items, hitArea, hitAreaCallback)
{
for (var i = 0; i < items.length; i++)
{
items[i].setInteractive(hitArea, hitAreaCallback);
}
return items;
};
module.exports = SetHitArea;