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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2019-01-15 16:20:22 +00:00
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* @copyright 2019 Photon Storm Ltd.
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2018-02-12 16:01:20 +00:00
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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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2017-11-25 14:42:19 +00:00
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var GetTilesWithin = require('./GetTilesWithin');
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var WorldToTileX = require('./WorldToTileX');
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var WorldToTileY = require('./WorldToTileY');
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2017-11-27 13:33:30 +00:00
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/**
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* Gets the tiles in the given rectangular area (in world coordinates) of the layer.
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*
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2018-02-08 01:08:59 +00:00
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* @function Phaser.Tilemaps.Components.GetTilesWithinWorldXY
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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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*
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2018-09-28 13:32:36 +00:00
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* @param {number} worldX - The world x coordinate for the top-left of the area.
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* @param {number} worldY - The world y coordinate for the top-left of the area.
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* @param {number} width - The width of the area.
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* @param {number} height - The height of the area.
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2017-11-27 13:33:30 +00:00
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* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
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2018-09-28 13:32:36 +00:00
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* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have -1 for an index.
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* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on at least one side.
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* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that have at least one interesting face.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when factoring in which tiles to return.
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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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2018-02-08 01:08:59 +00:00
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*
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* @return {Phaser.Tilemaps.Tile[]} Array of Tile objects.
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2017-11-27 13:33:30 +00:00
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*/
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2017-11-26 00:03:21 +00:00
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var GetTilesWithinWorldXY = function (worldX, worldY, width, height, filteringOptions, camera, layer)
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2017-11-25 14:42:19 +00:00
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{
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// Top left corner of the rect, rounded down to include partial tiles
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var xStart = WorldToTileX(worldX, true, camera, layer);
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var yStart = WorldToTileY(worldY, true, camera, layer);
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// Bottom right corner of the rect, rounded up to include partial tiles
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var xEnd = Math.ceil(WorldToTileX(worldX + width, false, camera, layer));
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var yEnd = Math.ceil(WorldToTileY(worldY + height, false, camera, layer));
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2017-11-26 00:03:21 +00:00
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return GetTilesWithin(xStart, yStart, xEnd - xStart, yEnd - yStart, filteringOptions, layer);
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2017-11-25 14:42:19 +00:00
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};
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module.exports = GetTilesWithinWorldXY;
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