phaser/src/tilemaps/components/WeightedRandomize.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var GetTilesWithin = require('./GetTilesWithin');
/**
* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
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* specified layer. Each tile will receive a new index. New indexes are drawn from the given
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* weightedIndexes array. An example weighted array:
*
* [
* { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8
* { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8
* { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8
* { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8
* ]
*
* The probability of any index being choose is (the index's weight) / (sum of all weights). This
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* method only modifies tile indexes and does not change collision information.
*
* @function Phaser.Tilemaps.Components.WeightedRandomize
* @private
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* @since 3.0.0
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*
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during
* randomization. They should be in the form: { index: 0, weight: 4 } or
* { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*/
var WeightedRandomize = function (tileX, tileY, width, height, weightedIndexes, layer)
{
if (weightedIndexes === undefined) { return; }
var i;
var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
var weightTotal = 0;
for (i = 0; i < weightedIndexes.length; i++)
{
weightTotal += weightedIndexes[i].weight;
}
if (weightTotal <= 0) { return; }
for (i = 0; i < tiles.length; i++)
{
var rand = Math.random() * weightTotal;
var sum = 0;
var randomIndex = -1;
for (var j = 0; j < weightedIndexes.length; j++)
{
sum += weightedIndexes[j].weight;
if (rand <= sum)
{
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var chosen = weightedIndexes[j].index;
randomIndex = Array.isArray(chosen)
? chosen[Math.floor(Math.random() * chosen.length)]
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: chosen;
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break;
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}
}
tiles[i].index = randomIndex;
}
};
module.exports = WeightedRandomize;