@@ -170,17 +170,25 @@ would be as follows:
170170 # Example: Setting mask value for enabling layers 1, 3 and 4
171171
172172 # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0.
173- # Note: Layer 32 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore
173+ # Note: Layer 32 is the first bit, layer 1 is the last. The mask for layers 4, 3 and 1 is therefore:
174174 0b00000000_00000000_00000000_00001101
175175 # (This can be shortened to 0b1101)
176176
177- # Hexadecimal equivalent (1101 binary converted to hexadecimal)
177+ # Hexadecimal equivalent (1101 binary converted to hexadecimal).
178178 0x000d
179- # (This value can be shortened to 0xd)
179+ # (This value can be shortened to 0xd. )
180180
181181 # Decimal - Add the results of 2 to the power of (layer to be enabled - 1).
182182 # (2^(1-1)) + (2^(3-1)) + (2^(4-1)) = 1 + 4 + 8 = 13
183- pow(2, 1-1) + pow(2, 3-1) + pow(2, 4-1)
183+ #
184+ # We can use the `<<` operator to shift the bit to the left by the layer number we want to enable.
185+ # This is a faster way to multiply by powers of 2 than `pow()`.
186+ # Additionally, we use the `|` (binary OR) operator to combine the results of each layer.
187+ # This ensures we don't add the same layer multiple times, which would behave incorrectly.
188+ (1 << 1 - 1) | (1 << 3 - 1) | (1 << 4 - 1)
189+
190+ # The above can alternatively be written as:
191+ # pow(2, 1 - 1) + pow(2, 3 - 1) + pow(2, 4 - 1)
184192
185193You can also set bits independently by calling ``set_collision_layer_value(layer_number, value) ``
186194or ``set_collision_mask_value(layer_number, value) `` on any given :ref: `CollisionObject2D <class_CollisionObject2D >` as follows:
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