phaser/src/tilemaps/components/Shuffle.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GetTilesWithin = require('./GetTilesWithin');
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var ShuffleArray = require('../../utils/array/Shuffle');
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/**
* Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given
* layer. It will only randomize the tiles in that area, so if they're all the same nothing will
* appear to have changed! This method only modifies tile indexes and does not change collision
* information.
*
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* @function Phaser.Tilemaps.Components.Shuffle
* @private
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* @since 3.0.0
*
* @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*/
var Shuffle = function (tileX, tileY, width, height, layer)
{
var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
var indexes = tiles.map(function (tile) { return tile.index; });
ShuffleArray(indexes);
for (var i = 0; i < tiles.length; i++)
{
tiles[i].index = indexes[i];
}
};
module.exports = Shuffle;