phaser/v3/src/gameobjects/tilemap/components/CullTiles.js

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/**
* Returns the tiles in the given layer that are within the camera's viewport. This is used
* internally.
*
* @param {LayerData} layer - [description]
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* @param {Camera} [camera=main camera] - [description]
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* @param {array} [outputArray] - [description]
* @returns {Tile[]}
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*/
var CullTiles = function (layer, camera, outputArray)
{
if (outputArray === undefined) { outputArray = []; }
outputArray.length = 0;
var tilemapLayer = layer.tilemapLayer;
var mapData = layer.data;
var mapWidth = layer.width;
var mapHeight = layer.height;
var left = (camera.scrollX * tilemapLayer.scrollFactorX) - tilemapLayer.x;
var top = (camera.scrollY * tilemapLayer.scrollFactorY) - tilemapLayer.y;
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var sx = tilemapLayer.scaleX;
var sy = tilemapLayer.scaleY;
var tileWidth = layer.tileWidth * sx;
var tileHeight = layer.tileHeight * sy;
for (var row = 0; row < mapHeight; ++row)
{
for (var col = 0; col < mapWidth; ++col)
{
var tile = mapData[row][col];
if (tile === null || (tile.index <= 0 && tilemapLayer.skipIndexZero)) { continue; }
var tileX = tile.pixelX * sx - left;
var tileY = tile.pixelY * sy - top;
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var cullW = camera.width + tileWidth;
var cullH = camera.height + tileHeight;
if (tile.visible &&
tileX > -tileWidth && tileY > -tileHeight &&
tileX < cullW && tileY < cullH)
{
outputArray.push(tile);
}
}
}
return outputArray;
};
module.exports = CullTiles;