rotateWallSurfaces(x, y, bClockwise) {
        let mxy = this._map[y][x];
        let a = mxy
            .slice(0, 4)
            .map(m => m.tileset);
        if (bClockwise) {
            a.push(a.shift());
        } else {
            a.unshift(a.pop());
        }
        a.forEach((m, i) => {
            mxy[i].tileset = m;
        });
    }
/**
     * Rotates all wall surfaces of a cell.
     * case 1 : wall-surface 0 becomes 3, wall-surface 1 becomes 0, wall-surface 2 becomes 1...
     * case 2 : wall-surface 0 becomes 1, wall-surface 1 becomes 2, wall-surface 2 becomes 3...
     * This mechanism is use to create a hidden texture, and show it when needed without redrawing it
     * (because redrawing additional texture takes time)
     * @param x {number} cell coordinates
     * @param y {number} cell coordinates
     * @param bClockwise {boolean} true = clockwise, false = counter clockwise... or not
     * true : 0 devient 3, 1 devient 0...
     * false : 0 devient 1, 1 devient 2, 2 devient 3, 3 devient 0
     */
Rotates all wall surfaces of a cell.
Rotates all wall surfaces of a cell .
rotateWallSurfaces(x, y, bClockwise) {
        let mxy = this._map[y][x];
        let a = mxy
            .slice(0, 4)
            .map(m => m.tileset);
        if (bClockwise) {
            a.push(a.shift());
        } else {
            a.unshift(a.pop());
        }
        a.forEach((m, i) => {
            mxy[i].tileset = m;
        });
    }
rotateWallSurfaces ( x , y , bClockwise ) { let mxy = this . _map [ y ] [ x ] ; let a = mxy . slice ( 0 , 4 ) . map ( m => m . tileset ) ; if ( bClockwise ) { a . push ( a . shift ( ) ) ; } else { a . unshift ( a . pop ( ) ) ; } a . forEach ( ( m , i ) => { mxy [ i ] . tileset = m ; } ) ; }
Rotates all wall surfaces of a cell.
Rotates all wall surfaces of a cell .