phaser/src/tilemaps/components/GetTilesWithinShape.js

95 lines
3.9 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
2018-02-07 17:10:01 +00:00
var Geom = require('../../geom/');
2018-02-07 22:46:07 +00:00
var GetTilesWithin = require('./GetTilesWithin');
2018-02-07 17:10:01 +00:00
var Intersects = require('../../geom/intersects/');
var NOOP = require('../../utils/NOOP');
2018-02-07 22:46:07 +00:00
var TileToWorldX = require('./TileToWorldX');
var TileToWorldY = require('./TileToWorldY');
var WorldToTileX = require('./WorldToTileX');
var WorldToTileY = require('./WorldToTileY');
var TriangleToRectangle = function (triangle, rect)
{
return Intersects.RectangleToTriangle(rect, triangle);
};
2017-11-26 15:05:19 +00:00
// Note: Could possibly be optimized by copying the shape and shifting it into tilemapLayer
// coordinates instead of shifting the tiles.
2017-11-27 13:33:30 +00:00
/**
* Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle,
* Line, Rectangle or Triangle. The shape should be in world coordinates.
*
2018-02-08 01:08:59 +00:00
* @function Phaser.Tilemaps.Components.GetTilesWithinShape
* @private
2018-02-08 01:08:59 +00:00
* @since 3.0.0
*
2018-03-20 15:11:33 +00:00
* @param {(Phaser.Geom.Circle|Phaser.Geom.Line|Phaser.Geom.Rectangle|Phaser.Geom.Triangle)} shape - A shape in world (pixel) coordinates
2017-11-27 13:33:30 +00:00
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
* at least one side.
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
2018-02-08 01:08:59 +00:00
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
2018-02-08 02:02:37 +00:00
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
2018-03-20 15:11:33 +00:00
*
2018-02-08 01:08:59 +00:00
* @return {Phaser.Tilemaps.Tile[]} Array of Tile objects.
2017-11-27 13:33:30 +00:00
*/
var GetTilesWithinShape = function (shape, filteringOptions, camera, layer)
{
if (shape === undefined) { return []; }
// intersectTest is a function with parameters: shape, rect
var intersectTest = NOOP;
if (shape instanceof Geom.Circle) { intersectTest = Intersects.CircleToRectangle; }
else if (shape instanceof Geom.Rectangle) { intersectTest = Intersects.RectangleToRectangle; }
else if (shape instanceof Geom.Triangle) { intersectTest = TriangleToRectangle; }
else if (shape instanceof Geom.Line) { intersectTest = Intersects.LineToRectangle; }
// Top left corner of the shapes's bounding box, rounded down to include partial tiles
var xStart = WorldToTileX(shape.left, true, camera, layer);
var yStart = WorldToTileY(shape.top, true, camera, layer);
// Bottom right corner of the shapes's bounding box, rounded up to include partial tiles
var xEnd = Math.ceil(WorldToTileX(shape.right, false, camera, layer));
var yEnd = Math.ceil(WorldToTileY(shape.bottom, false, camera, layer));
// Tiles within bounding rectangle of shape. Bounds are forced to be at least 1 x 1 tile in size
// to grab tiles for shapes that don't have a height or width (e.g. a horizontal line).
var width = Math.max(xEnd - xStart, 1);
var height = Math.max(yEnd - yStart, 1);
var tiles = GetTilesWithin(xStart, yStart, width, height, filteringOptions, layer);
var tileWidth = layer.tileWidth;
var tileHeight = layer.tileHeight;
if (layer.tilemapLayer)
{
tileWidth *= layer.tilemapLayer.scaleX;
tileHeight *= layer.tilemapLayer.scaleY;
}
var results = [];
var tileRect = new Geom.Rectangle(0, 0, tileWidth, tileHeight);
for (var i = 0; i < tiles.length; i++)
{
var tile = tiles[i];
tileRect.x = TileToWorldX(tile.x, camera, layer);
tileRect.y = TileToWorldY(tile.y, camera, layer);
if (intersectTest(shape, tileRect))
{
results.push(tile);
}
}
return results;
};
module.exports = GetTilesWithinShape;