added definition for fixture null blockbox

This commit is contained in:
minjaesong
2019-05-28 23:57:51 +09:00
parent 7d5a37cd6d
commit 3a5fcb9ba0

View File

@@ -160,13 +160,17 @@ inline class BlockBoxProps(val flags: Int) {
}
/**
* To not define the blockbox, simply use BlockBox.NULL
*
* Null blockbox means the fixture won't bar any block placement. Fixtures like paintings will want to have such feature.
*
* @param collisionType Collision type defined in BlockBox.Companion
* @param width Width of the block box, tile-wise
* @param height Height of the block box, tile-wise
*/
data class BlockBox(var collisionType: Int, var width: Int, var height: Int) {
data class BlockBox(val collisionType: Int, val width: Int, val height: Int) {
fun redefine(collisionType: Int, width: Int, height: Int) {
/*fun redefine(collisionType: Int, width: Int, height: Int) {
redefine(collisionType)
redefine(width, height)
}
@@ -178,7 +182,7 @@ data class BlockBox(var collisionType: Int, var width: Int, var height: Int) {
fun redefine(collisionType: Int) {
this.collisionType = collisionType
}
}*/
companion object {
const val NO_COLLISION = Block.ACTORBLOCK_NO_COLLISION
@@ -186,5 +190,7 @@ data class BlockBox(var collisionType: Int, var width: Int, var height: Int) {
const val ALLOW_MOVE_DOWN = Block.ACTORBLOCK_ALLOW_MOVE_DOWN
const val NO_PASS_RIGHT = Block.ACTORBLOCK_NO_PASS_RIGHT
const val NO_PASS_LEFT = Block.ACTORBLOCK_NO_PASS_LEFT
val NULL = BlockBox(NO_COLLISION, 0, 0)
}
}