@@ -168,17 +168,25 @@ would be as follows::
168168 # Example: Setting mask value for enabling layers 1, 3 and 4
169169
170170 # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0.
171- # Note: Layer 32 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore
171+ # Note: Layer 32 is the first bit, layer 1 is the last. The mask for layers 4, 3 and 1 is therefore:
172172 0b00000000_00000000_00000000_00001101
173173 # (This can be shortened to 0b1101)
174174
175- # Hexadecimal equivalent (1101 binary converted to hexadecimal)
175+ # Hexadecimal equivalent (1101 binary converted to hexadecimal).
176176 0x000d
177- # (This value can be shortened to 0xd)
177+ # (This value can be shortened to 0xd. )
178178
179179 # Decimal - Add the results of 2 to the power of (layer to be enabled - 1).
180180 # (2^(1-1)) + (2^(3-1)) + (2^(4-1)) = 1 + 4 + 8 = 13
181- pow(2, 1-1) + pow(2, 3-1) + pow(2, 4-1)
181+ #
182+ # We can use the `<<` operator to shift the bit to the left by the layer number we want to enable.
183+ # This is a faster way to multiply by powers of 2 than `pow()`.
184+ # Additionally, we use the `|` (binary OR) operator to combine the results of each layer.
185+ # This ensures we don't add the same layer multiple times, which would behave incorrectly.
186+ (1 << 1 - 1) | (1 << 3 - 1) | (1 << 4 - 1)
187+
188+ # The above can alternatively be written as:
189+ # pow(2, 1 - 1) + pow(2, 3 - 1) + pow(2, 4 - 1)
182190
183191You can also set bits independently by calling ``set_collision_layer_value(layer_number, value) ``
184192or ``set_collision_mask_value(layer_number, value) `` on any given :ref: `CollisionObject2D <class_CollisionObject2D >` as follows::
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