2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2017-12-03 14:56:12 +00:00
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var GetTilesWithin = require('./GetTilesWithin');
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/**
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* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
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2018-04-10 14:21:10 +00:00
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* specified layer. Each tile will receive a new index. New indexes are drawn from the given
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2017-12-03 14:56:12 +00:00
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* weightedIndexes array. An example weighted array:
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*
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* [
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* { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8
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* { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8
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* { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8
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* { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8
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* ]
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*
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* The probability of any index being choose is (the index's weight) / (sum of all weights). This
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2018-02-08 01:08:59 +00:00
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* method only modifies tile indexes and does not change collision information.
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*
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* @function Phaser.Tilemaps.Components.WeightedRandomize
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2018-04-16 14:25:22 +00:00
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* @private
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2018-02-08 01:08:59 +00:00
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* @since 3.0.0
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2017-12-03 14:56:12 +00:00
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*
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* @param {integer} [tileX=0] - [description]
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* @param {integer} [tileY=0] - [description]
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* @param {integer} [width=max width based on tileX] - [description]
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* @param {integer} [height=max height based on tileY] - [description]
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* @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during
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2018-01-10 06:09:28 +00:00
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* randomization. They should be in the form: { index: 0, weight: 4 } or
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* { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.
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2018-02-08 02:02:37 +00:00
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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2017-12-03 14:56:12 +00:00
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*/
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var WeightedRandomize = function (tileX, tileY, width, height, weightedIndexes, layer)
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{
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if (weightedIndexes === undefined) { return; }
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var i;
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var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
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var weightTotal = 0;
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for (i = 0; i < weightedIndexes.length; i++)
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{
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weightTotal += weightedIndexes[i].weight;
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}
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if (weightTotal <= 0) { return; }
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for (i = 0; i < tiles.length; i++)
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{
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var rand = Math.random() * weightTotal;
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var sum = 0;
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var randomIndex = -1;
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for (var j = 0; j < weightedIndexes.length; j++)
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{
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sum += weightedIndexes[j].weight;
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if (rand <= sum)
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{
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2018-01-10 06:24:56 +00:00
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var chosen = weightedIndexes[j].index;
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2018-01-10 06:05:34 +00:00
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randomIndex = Array.isArray(chosen)
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? chosen[Math.floor(Math.random() * chosen.length)]
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2018-01-10 06:24:56 +00:00
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: chosen;
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2018-01-10 06:26:02 +00:00
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break;
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2017-12-03 14:56:12 +00:00
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}
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}
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tiles[i].index = randomIndex;
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}
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};
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module.exports = WeightedRandomize;
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