phaser/src/tilemaps/components/WorldToTileXY.js

235 lines
9.3 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2020-01-15 12:07:09 +00:00
* @copyright 2020 Photon Storm Ltd.
2019-05-10 15:15:04 +00:00
* @license {@link https://opensource.org/licenses/MIT|MIT License}
2018-02-12 16:01:20 +00:00
*/
2020-09-19 08:56:05 +00:00
var CONST = require('../../const.js');
var WorldToTileX = require('./WorldToTileX').func;
var WorldToTileY = require('./WorldToTileY').func;
2018-02-07 17:10:01 +00:00
var Vector2 = require('../../math/Vector2');
2017-11-27 13:33:30 +00:00
/**
2020-09-19 08:56:05 +00:00
* Converts from world XY coordinates (pixels) to orthogonal tile XY coordinates (tile units), factoring in the
2017-11-27 13:33:30 +00:00
* layer's position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
2020-09-19 08:56:05 +00:00
* @function Phaser.Tilemaps.Components.OrthoWorldToTileXY
* @private
2018-02-08 01:08:59 +00:00
* @since 3.0.0
*
* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
* @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
2018-02-08 02:02:37 +00:00
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
2018-02-08 01:08:59 +00:00
* @return {Phaser.Math.Vector2} The XY location in tile units.
2017-11-27 13:33:30 +00:00
*/
2020-09-19 08:56:05 +00:00
var OrthoWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
{
if (point === undefined) { point = new Vector2(0, 0); }
2020-09-19 08:56:05 +00:00
point.x = WorldToTileX(CONST.ORTHOGONAL)(worldX, snapToFloor, camera, layer);
point.y = WorldToTileY(CONST.ORTHOGONAL)(worldY, snapToFloor, camera, layer);
return point;
};
/**
* Converts from world XY coordinates (pixels) to isometric tile XY coordinates (tile units), factoring in the
* layer's position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
* @function Phaser.Tilemaps.Components.IsoWorldToTileXY
* @private
* @since 3.0.0
*
* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
* @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Math.Vector2} The XY location in tile units.
*/
var IsoWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
{
if (point === undefined) { point = new Vector2(0, 0); }
var tileWidth = layer.baseTileWidth;
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
if (tilemapLayer)
{
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's vertical scroll
// console.log(1,worldY)
worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
// console.log(worldY)
tileHeight *= tilemapLayer.scaleY;
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's horizontal scroll
worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
tileWidth *= tilemapLayer.scaleX;
}
worldX -= tileWidth / 2;
point.x = snapToFloor
? Math.floor((worldX / (tileWidth / 2) + worldY / (tileHeight / 2)) / 2)
: ((worldX / (tileWidth / 2) + worldY / (tileHeight / 2)) / 2);
point.y = snapToFloor
? Math.floor((worldY / (tileHeight / 2) - worldX / (tileWidth / 2)) / 2)
: ((worldY / (tileHeight / 2) - worldX / (tileWidth / 2)) / 2);
return point;
};
/**
* Converts from world XY coordinates (pixels) to hexagonal tile XY coordinates (tile units), factoring in the
* layer's position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
* @function Phaser.Tilemaps.Components.HexWorldToTileXY
* @private
* @since 3.0.0
*
* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
* @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Math.Vector2} The XY location in tile units.
*/
var HexWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
{
if (point === undefined) { point = new Vector2(0, 0); }
var tileWidth = layer.baseTileWidth;
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
if (tilemapLayer)
{
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's vertical scroll
// console.log(1,worldY)
worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
// console.log(worldY)
tileHeight *= tilemapLayer.scaleY;
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's horizontal scroll
worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
tileWidth *= tilemapLayer.scaleX;
}
var sidel = layer.hexSideLength;
var rowHeight = ((tileHeight - sidel) / 2 + sidel);
// similar to staggered, because Tiled uses the oddr representation.
point.y = snapToFloor
? Math.floor((worldY / rowHeight))
: (worldY / rowHeight);
point.x = snapToFloor
? Math.floor((worldX - (point.y % 2) * 0.5 * tileWidth) / tileWidth)
: (worldX - (point.y % 2) * 0.5 * tileWidth) / tileWidth;
return point;
};
2020-09-19 08:56:05 +00:00
/**
* Converts from world XY coordinates (pixels) to staggered tile XY coordinates (tile units), factoring in the
* layer's position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
* @function Phaser.Tilemaps.Components.StagWorldToTileXY
* @private
* @since 3.0.0
*
* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
* @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Math.Vector2} The XY location in tile units.
*/
var StagWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
{
if (point === undefined) { point = new Vector2(0, 0); }
var tileWidth = layer.baseTileWidth;
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
if (tilemapLayer)
{
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's vertical scroll
// console.log(1,worldY)
worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
// console.log(worldY)
tileHeight *= tilemapLayer.scaleY;
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's horizontal scroll
worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
tileWidth *= tilemapLayer.scaleX;
point.y = snapToFloor
? Math.floor((worldY / (tileHeight / 2)))
: (worldY / (tileHeight / 2));
point.x = snapToFloor
? Math.floor((worldX + (point.y % 2) * 0.5 * tileWidth) / tileWidth)
: (worldX + (point.y % 2) * 0.5 * tileWidth) / tileWidth;
}
return point;
};
var WorldToTileXY = function (orientation)
{
switch (orientation)
{
case CONST.STAGGERED:
return StagWorldToTileXY;
case CONST.ISOMETRIC:
return IsoWorldToTileXY;
case CONST.HEXAGONAL:
return HexWorldToTileXY;
default:
return OrthoWorldToTileXY;
}
};
module.exports = WorldToTileXY;