Tilemaps.Components.HexagonalWorldToTileXY is a new function that converts world coordinates to hexagonal tile coordinates.

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Richard Davey 2020-10-02 10:57:57 +01:00
parent 7d39bf9217
commit 7402d22c53

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector2 = require('../../math/Vector2');
/**
* 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.HexagonalWorldToTileXY
* @since 3.50.0
*
* @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 coordinates 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 HexagonalWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
{
if (snapToFloor === undefined) { snapToFloor = true; }
if (point === undefined) { point = new Vector2(); }
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
worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
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 len = layer.hexSideLength;
var rowHeight = ((tileHeight - len) / 2 + len);
// similar to staggered, because Tiled uses the oddr representation.
var y = (snapToFloor) ? Math.floor((worldY / rowHeight)) : (worldY / rowHeight);
var x = (snapToFloor) ? Math.floor((worldX - (y % 2) * 0.5 * tileWidth) / tileWidth) : (worldX - (y % 2) * 0.5 * tileWidth) / tileWidth;
return point.set(x, y);
};
module.exports = HexagonalWorldToTileXY;