mirror of
https://github.com/photonstorm/phaser
synced 2025-01-09 11:48:50 +00:00
refactored things so that there is no more switching at runtime depending on orientation
This commit is contained in:
parent
1ccc815ce7
commit
8665e08f13
30 changed files with 10481 additions and 8973 deletions
9068
dist/phaser-arcade-physics.js
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dist/phaser-arcade-physics.js
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dist/phaser-arcade-physics.min.js
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dist/phaser-arcade-physics.min.js
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dist/phaser.js
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dist/phaser.js
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dist/phaser.min.js
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dist/phaser.min.js
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@ -24,6 +24,7 @@
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"dist": "webpack --config config/webpack.dist.config.js",
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"distT": "webpack --config config/webpack.dist.config.js && npm run toT",
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"toT": "@powershell Copy-Item ./dist/phaser.min.js ../phasertest/phaser.min.js",
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"toT2": "@powershell Copy-Item ./dist/phaser.js ../phasertest/phaser.min.js",
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"distfb": "webpack --config config/webpack.fb.dist.config.js",
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"distfull": "npm run dist && npm run distfb",
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"plugin.cam3d": "webpack --config plugins/camera3d/webpack.config.js",
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21
src/const.js
21
src/const.js
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@ -168,7 +168,26 @@ var CONST = {
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* @type {integer}
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* @since 3.2.2
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*/
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HEXAGONAL: 3
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HEXAGONAL: 3,
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fromOrientationString: function (orientation)
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{
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var constor = CONST.ORTHOGONAL;
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if (orientation === 'isometric')
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{
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constor = CONST.ISOMETRIC;
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}
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else if (orientation === 'staggered')
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{
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constor = CONST.STAGGERED;
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}
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else if (orientation === 'hexagonal')
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{
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constor = CONST.HEXAGONAL;
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}
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return constor;
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}
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};
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module.exports = CONST;
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@ -4,6 +4,7 @@
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var CONST = require('../const.js');
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var Class = require('../utils/Class');
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var Components = require('../gameobjects/components');
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var Rectangle = require('../geom/rectangle');
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@ -706,7 +707,26 @@ var Tile = new Class({
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*/
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updatePixelXY: function ()
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{
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if (this.layer.orientation === 'orthogonal')
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if (this.layer.orientation === CONST.ISOMETRIC)
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{
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// reminder : for the tilemap to be centered we have to move the image to the right with the camera !
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// this is crucial for wordtotile, tiletoworld to work.
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this.pixelX = (this.x - this.y) * this.baseWidth * 0.5;
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this.pixelY = (this.x + this.y) * this.baseHeight * 0.5;
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}
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else if (this.layer.orientation === CONST.STAGGERED)
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{
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this.pixelX = this.x * this.baseWidth + this.y % 2 * (this.baseWidth / 2);
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this.pixelY = this.y * (this.baseHeight / 2);
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}
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else if (this.layer.orientation === CONST.HEXAGONAL)
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{
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var sidel = this.layer.hexSideLength;
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var rowHeight = ((this.baseHeight - sidel) / 2 + sidel);
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this.pixelX = this.x * this.baseWidth + this.y % 2 * (this.baseWidth / 2);
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this.pixelY = this.y * rowHeight;
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}
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else if (this.layer.orientation === CONST.ORTHOGONAL)
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{
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// In orthogonal mode, Tiled places tiles on a grid of baseWidth x baseHeight. The origin for a tile is the
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// bottom left, while the Phaser renderer assumes the origin is the top left. The y
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@ -715,25 +735,6 @@ var Tile = new Class({
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this.pixelY = this.y * this.baseHeight;
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}
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else if (this.layer.orientation === 'isometric')
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{
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// reminder : for the tilemap to be centered we have to move the image to the right with the camera !
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// this is crucial for wordtotile, tiletoworld to work.
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this.pixelX = (this.x - this.y) * this.baseWidth * 0.5;
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this.pixelY = (this.x + this.y) * this.baseHeight * 0.5;
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}
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else if (this.layer.orientation === 'staggered')
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{
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this.pixelX = this.x * this.baseWidth + this.y % 2 * (this.baseWidth / 2);
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this.pixelY = this.y * (this.baseHeight / 2);
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}
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else if (this.layer.orientation === 'hexagonal')
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{
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var sidel = this.layer.hexSideLength;
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var rowHeight = ((this.baseHeight - sidel) / 2 + sidel);
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this.pixelX = this.x * this.baseWidth + this.y % 2 * (this.baseWidth / 2);
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this.pixelY = this.y * rowHeight;
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}
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return this;
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},
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@ -260,6 +260,19 @@ var Tilemap = new Class({
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* @since 3.0.0
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*/
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this.hexSideLength = mapData.hexSideLength;
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/**
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* Components used for conversions between real world coordinates and tile coordinates,
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* initialized here to prevent switching between them at runtime depending on map orientation.
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* refer to the components themselves for documentation.
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* @since 3.2.2
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*/
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this.WorldToTileXY = TilemapComponents.WorldToTileXY(this.orientation);
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this.WorldToTileX = TilemapComponents.WorldToTileX(this.orientation);
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this.WorldToTileY = TilemapComponents.WorldToTileY(this.orientation);
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this.TileToWorldXY = TilemapComponents.TileToWorldXY(this.orientation);
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this.TileToWorldX = TilemapComponents.TileToWorldX(this.orientation);
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this.TileToWorldY = TilemapComponents.TileToWorldY(this.orientation);
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},
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/**
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@ -2355,7 +2368,7 @@ var Tilemap = new Class({
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if (layer === null) { return null; }
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return TilemapComponents.TileToWorldX(tileX, camera, layer);
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return this.TileToWorldX(tileX, camera, layer);
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},
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/**
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@ -2380,7 +2393,7 @@ var Tilemap = new Class({
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if (layer === null) { return null; }
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return TilemapComponents.TileToWorldY(tileX, camera, layer);
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return this.TileToWorldY(tileX, camera, layer);
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},
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/**
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@ -2401,13 +2414,14 @@ var Tilemap = new Class({
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*
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* @return {?Phaser.Math.Vector2} Returns a point, or null if the layer given was invalid.
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*/
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tileToWorldXY: function (tileX, tileY, point, camera, layer)
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{
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layer = this.getLayer(layer);
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if (layer === null) { return null; }
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return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, layer);
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return this.TileToWorldXY(tileX, tileY, point, camera, layer);
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},
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/**
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@ -2478,7 +2492,7 @@ var Tilemap = new Class({
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if (layer === null) { return null; }
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return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, layer);
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return this.WorldToTileX(worldX, snapToFloor, camera, layer);
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},
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/**
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@ -2503,7 +2517,7 @@ var Tilemap = new Class({
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if (layer === null) { return null; }
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return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, layer);
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return this.WorldToTileY(worldY, snapToFloor, camera, layer);
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},
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/**
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if (layer === null) { return null; }
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return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer);
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return this.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer);
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},
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/**
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@ -4,7 +4,7 @@
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var TileToWorldXY = require('./TileToWorldXY');
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var GetTilesWithin = require('./GetTilesWithin');
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var ReplaceByIndex = require('./ReplaceByIndex');
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@ -47,7 +47,7 @@ var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, came
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if (indexes.indexOf(tile.index) !== -1)
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{
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var point = TileToWorldXY(tile.x,tile.y, undefined, camera, layer);
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var point = tilemapLayer.tileToWorldXY(tile.x,tile.y, undefined, camera);
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spriteConfig.x = point.x;
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spriteConfig.y = point.y;
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var sprite = scene.make.sprite(spriteConfig);
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@ -4,6 +4,7 @@
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var CONST = require('../../const.js');
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var SnapFloor = require('../../math/snap/SnapFloor');
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var SnapCeil = require('../../math/snap/SnapCeil');
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var CheckIsoBounds = require('./CheckIsoBounds');
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@ -48,7 +49,7 @@ var CullTiles = function (layer, camera, outputArray, renderOrder)
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if (!tilemapLayer.skipCull && tilemapLayer.scrollFactorX === 1 && tilemapLayer.scrollFactorY === 1)
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{
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if (layer.orientation === 'orthogonal' || layer.orientation === 'staggered' || layer.orientation === 'hexagonal')
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if (layer.orientation === CONST.ORTHOGONAL || layer.orientation === CONST.STAGGERED || layer.orientation === CONST.HEXAGONAL)
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{
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// Camera world view bounds, snapped for scaled tile size
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// Cull Padding values are given in tiles, not pixels
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@ -58,17 +59,17 @@ var CullTiles = function (layer, camera, outputArray, renderOrder)
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var boundsTop;
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var boundsBottom;
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if (layer.orientation === 'orthogonal')
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if (layer.orientation === CONST.ORTHOGONAL)
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{
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boundsTop = SnapFloor(camera.worldView.y - tilemapLayer.y, tileH, 0, true) - tilemapLayer.cullPaddingY;
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boundsBottom = SnapCeil(camera.worldView.bottom - tilemapLayer.y, tileH, 0, true) + tilemapLayer.cullPaddingY;
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}
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else if (layer.orientation === 'staggered')
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else if (layer.orientation === CONST.STAGGERED)
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{
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boundsTop = SnapFloor(camera.worldView.y - tilemapLayer.y, tileH / 2, 0, true) - tilemapLayer.cullPaddingY;
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boundsBottom = SnapCeil(camera.worldView.bottom - tilemapLayer.y, tileH / 2, 0, true) + tilemapLayer.cullPaddingY;
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}
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else if (layer.orientation === 'hexagonal')
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else if (layer.orientation === CONST.HEXAGONAL)
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{
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var sidel = layer.hexSideLength;
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var rowH = ((tileH - sidel) / 2 + sidel);
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var tile;
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if (layer.orientation === 'orthogonal' || layer.orientation === 'staggered' || layer.orientation === 'hexagonal')
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if (layer.orientation === CONST.ORTHOGONAL || layer.orientation === CONST.STAGGERED || layer.orientation === CONST.HEXAGONAL)
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{
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if (renderOrder === 0)
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@ -172,7 +173,7 @@ var CullTiles = function (layer, camera, outputArray, renderOrder)
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}
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}
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}
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else if (layer.orientation === 'isometric')
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else if (layer.orientation === CONST.ISOMETRIC)
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{
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if (renderOrder === 0)
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{
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@ -5,7 +5,6 @@
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*/
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var GetTileAt = require('./GetTileAt');
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var WorldToTileXY = require('./WorldToTileXY');
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/**
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* Gets a tile at the given world coordinates from the given layer.
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*/
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var GetTileAtWorldXY = function (worldX, worldY, nonNull, camera, layer)
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{
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var point = WorldToTileXY(worldX, worldY, true, undefined, camera, layer);
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var point = layer.tilemapLayer.worldToTileXY(worldX, worldY, true, undefined, camera);
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var tileX = point.x;
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var tileY = point.y;
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return GetTileAt(tileX, tileY, nonNull, layer);
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@ -8,8 +8,7 @@ var Geom = require('../../geom/');
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var GetTilesWithin = require('./GetTilesWithin');
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var Intersects = require('../../geom/intersects/');
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var NOOP = require('../../utils/NOOP');
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var TileToWorldXY = require('./TileToWorldXY');
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var WorldToTileXY = require('./WorldToTileXY');
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var TriangleToRectangle = function (triangle, rect)
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{
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@ -49,12 +48,12 @@ var GetTilesWithinShape = function (shape, filteringOptions, camera, layer)
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else if (shape instanceof Geom.Line) { intersectTest = Intersects.LineToRectangle; }
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// Top left corner of the shapes's bounding box, rounded down to include partial tiles
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var pointStart = WorldToTileXY(shape.left, shape.top, true, undefined, camera, layer);
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var pointStart = layer.tilemapLayer.worldToTileXY(shape.left, shape.top, true, undefined, camera);
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var xStart = pointStart.x;
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var yStart = pointStart.y;
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// Bottom right corner of the shapes's bounding box, rounded up to include partial tiles
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var pointEnd = WorldToTileXY(shape.right, shape.bottom, true, undefined, camera, layer);
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var pointEnd = layer.tilemapLayer.worldToTileXY(shape.right, shape.bottom, true, undefined, camera);
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var xEnd = Math.ceil(pointEnd.x);
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var yEnd = Math.ceil(pointEnd.y);
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@ -77,7 +76,7 @@ var GetTilesWithinShape = function (shape, filteringOptions, camera, layer)
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for (var i = 0; i < tiles.length; i++)
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{
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var tile = tiles[i];
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var point = TileToWorldXY(tile.x, tile.y, undefined, camera, layer);
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var point = layer.tilemapLayer.tileToWorldXY(tile.x, tile.y, undefined, camera);
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tileRect.x = point.x;
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tileRect.y = point.y;
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if (intersectTest(shape, tileRect))
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@ -5,7 +5,6 @@
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*/
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var GetTilesWithin = require('./GetTilesWithin');
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var WorldToTileXY = require('./WorldToTileXY');
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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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@ -31,12 +30,12 @@ var GetTilesWithinWorldXY = function (worldX, worldY, width, height, filteringOp
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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 pointStart = WorldToTileXY(worldX, worldY, true, undefined, camera, layer);
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var pointStart = layer.tilemapLayer.worldToTileXY(worldX, worldY, true, undefined, camera);
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var xStart = pointStart.x;
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var yStart = pointStart.y;
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// Bottom right corner of the rect, rounded up to include partial tiles
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var pointEnd = WorldToTileXY(worldX + width, worldY + height, false, undefined, camera, layer);
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var pointEnd = layer.tilemapLayer.worldToTileXY(worldX + width, worldY + height, false, undefined, camera);
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var xEnd = Math.ceil(pointEnd.x);
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var yEnd = Math.ceil(pointEnd.y);
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@ -5,7 +5,6 @@
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*/
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var HasTileAt = require('./HasTileAt');
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var WorldToTileXY = require('./WorldToTileXY');
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/**
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* Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns
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@ -24,7 +23,7 @@ var WorldToTileXY = require('./WorldToTileXY');
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*/
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var HasTileAtWorldXY = function (worldX, worldY, camera, layer)
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{
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var point = WorldToTileXY(worldX, worldY, true, undefined, camera, layer);
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var point = layer.tilemapLayer.worldToTileXY(worldX, worldY, true, undefined, camera);
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var tileX = point.x;
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var tileY = point.y;
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return HasTileAt(tileX, tileY, layer);
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@ -5,7 +5,6 @@
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*/
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var PutTileAt = require('./PutTileAt');
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var WorldToTileXY = require('./WorldToTileXY');
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/**
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* Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either
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@ -28,7 +27,7 @@ var WorldToTileXY = require('./WorldToTileXY');
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*/
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var PutTileAtWorldXY = function (tile, worldX, worldY, recalculateFaces, camera, layer)
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{
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var point = WorldToTileXY(worldX, worldY, true, undefined, camera, layer);
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var point = layer.tilemapLayer.worldToTileXY(worldX, worldY, true, undefined, camera);
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var tileX = point.x;
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var tileY = point.y;
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return PutTileAt(tile, tileX, tileY, recalculateFaces, layer);
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@ -5,7 +5,7 @@
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*/
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var RemoveTileAt = require('./RemoveTileAt');
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var WorldToTileXY = require('./WorldToTileXY');
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/**
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* Removes the tile at the given world coordinates in the specified layer and updates the layer's
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@ -26,7 +26,7 @@ var WorldToTileXY = require('./WorldToTileXY');
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*/
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var RemoveTileAtWorldXY = function (worldX, worldY, replaceWithNull, recalculateFaces, camera, layer)
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{
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var point = WorldToTileXY(worldX, worldY, true, undefined, camera, layer);
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var point = layer.tilemapLayer.worldToTileXY(worldX, worldY, true, undefined, camera);
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var tileX = point.x;
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var tileY = point.y;
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return RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, layer);
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|
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|
@ -4,8 +4,10 @@
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
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*/
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var CONST = require('../../const.js');
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/**
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* Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the
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* Converts from orthogonal tile X coordinates (tile units) to world X coordinates (pixels), factoring in the
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* layer's position, scale and scroll.
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*
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* @function Phaser.Tilemaps.Components.TileToWorldX
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|
@ -18,9 +20,8 @@
|
|||
*
|
||||
* @return {number}
|
||||
*/
|
||||
var TileToWorldX = function (tileX, camera, layer)
|
||||
var OrthoTileToWorldX = function (tileX, camera, layer)
|
||||
{
|
||||
var orientation = layer.orientation;
|
||||
var tileWidth = layer.baseTileWidth;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
var layerWorldX = 0;
|
||||
|
@ -34,19 +35,27 @@ var TileToWorldX = function (tileX, camera, layer)
|
|||
tileWidth *= tilemapLayer.scaleX;
|
||||
}
|
||||
|
||||
if (orientation === 'orthogonal')
|
||||
{
|
||||
return layerWorldX + tileX * tileWidth;
|
||||
}
|
||||
else if (orientation === 'isometric' || orientation === 'staggered' || orientation === 'hexagonal')
|
||||
{
|
||||
// Not Best Solution ?
|
||||
console.warn('With the current map type you have to use the TileToWorldXY function.');
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
var nullFunc = function ()
|
||||
{
|
||||
console.warn('With the current map type you have to use the TileToWorldXY function.');
|
||||
return null;
|
||||
};
|
||||
|
||||
var TileToWorldX = function (orientation)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
case CONST.ORTHOGONAL:
|
||||
return OrthoTileToWorldX;
|
||||
default:
|
||||
return nullFunc;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
module.exports = TileToWorldX;
|
||||
|
|
|
@ -4,8 +4,7 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var TileToWorldX = require('./TileToWorldX');
|
||||
var TileToWorldY = require('./TileToWorldY');
|
||||
var CONST = require('../../const.js');
|
||||
var Vector2 = require('../../math/Vector2');
|
||||
|
||||
/**
|
||||
|
@ -13,7 +12,7 @@ var Vector2 = require('../../math/Vector2');
|
|||
* layer's position, scale and scroll. This will return a new Vector2 object or update the given
|
||||
* `point` object.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.TileToWorldXY
|
||||
* @function Phaser.Tilemaps.Components.OrthoTileToWorldXY
|
||||
* @private
|
||||
* @since 3.0.0
|
||||
*
|
||||
|
@ -25,27 +24,62 @@ var Vector2 = require('../../math/Vector2');
|
|||
*
|
||||
* @return {Phaser.Math.Vector2} The XY location in world coordinates.
|
||||
*/
|
||||
var TileToWorldXY = function (tileX, tileY, point, camera, layer)
|
||||
var OrthoTileToWorldXY = function (tileX, tileY, point, camera, layer)
|
||||
{
|
||||
if (point === undefined) { point = new Vector2(0, 0); }
|
||||
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tileWidth = layer.baseTileWidth;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
var layerWorldX = 0;
|
||||
var layerWorldY = 0;
|
||||
|
||||
if (tilemapLayer)
|
||||
{
|
||||
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
|
||||
|
||||
layerWorldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX);
|
||||
|
||||
tileWidth *= tilemapLayer.scaleX;
|
||||
|
||||
layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
|
||||
|
||||
tileHeight *= tilemapLayer.scaleY;
|
||||
}
|
||||
|
||||
point.x = layerWorldX + tileX * tileWidth;
|
||||
point.y = layerWorldY + tileY * tileHeight;
|
||||
|
||||
|
||||
|
||||
return point;
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts from isometric tile XY coordinates (tile units) to world XY coordinates (pixels), 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.IsoTileToWorldXY
|
||||
* @private
|
||||
* @since 3.2.2
|
||||
*
|
||||
* @param {integer} tileX - The x coordinate, in tiles, not pixels.
|
||||
* @param {integer} tileY - The y coordinate, in tiles, not pixels.
|
||||
* @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 world coordinates.
|
||||
*/
|
||||
var IsoTileToWorldXY = function (tileX, tileY, point, camera, layer)
|
||||
{
|
||||
var orientation = layer.orientation;
|
||||
var tileWidth = layer.baseTileWidth;
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
|
||||
if (point === undefined) { point = new Vector2(0, 0); }
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (orientation === 'orthogonal')
|
||||
{
|
||||
point.x = TileToWorldX(tileX, camera, layer, orientation);
|
||||
point.y = TileToWorldY(tileY, camera, layer, orientation);
|
||||
}
|
||||
else if (orientation === 'isometric' || orientation === 'staggered' || orientation === 'hexagonal')
|
||||
{
|
||||
|
||||
var layerWorldX = 0;
|
||||
var layerWorldY = 0;
|
||||
|
||||
|
@ -59,30 +93,117 @@ var TileToWorldXY = function (tileX, tileY, point, camera, layer)
|
|||
}
|
||||
|
||||
|
||||
if (orientation === 'isometric')
|
||||
{
|
||||
point.x = layerWorldX + (tileX - tileY) * (tileWidth / 2);
|
||||
point.y = layerWorldY + (tileX + tileY) * (tileHeight / 2);
|
||||
}
|
||||
else if (orientation === 'staggered')
|
||||
|
||||
|
||||
return point;
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts from staggered tile XY coordinates (tile units) to world XY coordinates (pixels), 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.StagTileToWorldXY
|
||||
* @private
|
||||
* @since 3.2.2
|
||||
*
|
||||
* @param {integer} tileX - The x coordinate, in tiles, not pixels.
|
||||
* @param {integer} tileY - The y coordinate, in tiles, not pixels.
|
||||
* @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 world coordinates.
|
||||
*/
|
||||
var StagTileToWorldXY = function (tileX, tileY, point, camera, layer)
|
||||
{
|
||||
var tileWidth = layer.baseTileWidth;
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
|
||||
if (point === undefined) { point = new Vector2(0, 0); }
|
||||
|
||||
var layerWorldX = 0;
|
||||
var layerWorldY = 0;
|
||||
|
||||
if (tilemapLayer)
|
||||
{
|
||||
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
|
||||
layerWorldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX);
|
||||
tileWidth *= tilemapLayer.scaleX;
|
||||
layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
|
||||
tileHeight *= tilemapLayer.scaleY;
|
||||
}
|
||||
|
||||
|
||||
point.x = layerWorldX + tileX * tileWidth + tileY % 2 * (tileWidth / 2);
|
||||
point.y = layerWorldY + tileY * (tileHeight / 2);
|
||||
}
|
||||
else if (orientation === 'hexagonal')
|
||||
|
||||
return point;
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts from hexagonal tile XY coordinates (tile units) to world XY coordinates (pixels), 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.HexTileToWorldXY
|
||||
* @private
|
||||
* @since 3.2.2
|
||||
*
|
||||
* @param {integer} tileX - The x coordinate, in tiles, not pixels.
|
||||
* @param {integer} tileY - The y coordinate, in tiles, not pixels.
|
||||
* @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 world coordinates.
|
||||
*/
|
||||
var HexTileToWorldXY = function (tileX, tileY, point, camera, layer)
|
||||
{
|
||||
var tileWidth = layer.baseTileWidth;
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
|
||||
if (point === undefined) { point = new Vector2(0, 0); }
|
||||
var layerWorldX = 0;
|
||||
var layerWorldY = 0;
|
||||
|
||||
if (tilemapLayer)
|
||||
{
|
||||
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
|
||||
layerWorldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX);
|
||||
tileWidth *= tilemapLayer.scaleX;
|
||||
layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
|
||||
tileHeight *= tilemapLayer.scaleY;
|
||||
}
|
||||
|
||||
var sidel = layer.hexSideLength;
|
||||
var rowHeight = ((tileHeight - sidel) / 2 + sidel);
|
||||
|
||||
// similar to staggered, because Tiled uses the oddr representation.
|
||||
point.x = layerWorldX + tileX * tileWidth + tileY % 2 * (tileWidth / 2);
|
||||
point.y = layerWorldY + tileY * rowHeight;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
return point;
|
||||
};
|
||||
|
||||
var TileToWorldXY = function (orientation)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
case CONST.STAGGERED:
|
||||
return StagTileToWorldXY;
|
||||
case CONST.ISOMETRIC:
|
||||
return IsoTileToWorldXY;
|
||||
case CONST.HEXAGONAL:
|
||||
return HexTileToWorldXY;
|
||||
default:
|
||||
return OrthoTileToWorldXY;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
module.exports = TileToWorldXY;
|
||||
|
|
|
@ -4,8 +4,11 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
|
||||
var CONST = require('../../const.js');
|
||||
|
||||
/**
|
||||
* Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
|
||||
* Converts from orthogonal tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
|
||||
* layer's position, scale and scroll.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.TileToWorldY
|
||||
|
@ -18,9 +21,8 @@
|
|||
*
|
||||
* @return {number}
|
||||
*/
|
||||
var TileToWorldY = function (tileY, camera, layer)
|
||||
var OrthoTileToWorldY = function (tileY, camera, layer)
|
||||
{
|
||||
var orientation = layer.orientation;
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
var layerWorldY = 0;
|
||||
|
@ -32,28 +34,100 @@ var TileToWorldY = function (tileY, camera, layer)
|
|||
tileHeight *= tilemapLayer.scaleY;
|
||||
}
|
||||
|
||||
if (orientation === 'orthogonal')
|
||||
{
|
||||
return layerWorldY + tileY * tileHeight;
|
||||
}
|
||||
else if (orientation === 'isometric')
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Converts from staggered tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
|
||||
* layer's position, scale and scroll.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.StagTileToWorldY
|
||||
* @private
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {integer} tileY - The x coordinate, in tiles, not pixels.
|
||||
* @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 {number}
|
||||
*/
|
||||
var StagTileToWorldY = function (tileY, camera, layer)
|
||||
{
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
var layerWorldY = 0;
|
||||
|
||||
if (tilemapLayer)
|
||||
{
|
||||
// Not Best Solution ?
|
||||
console.warn('With isometric map types you have to use the TileToWorldXY function.');
|
||||
return null;
|
||||
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
|
||||
layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
|
||||
tileHeight *= tilemapLayer.scaleY;
|
||||
}
|
||||
else if (orientation === 'staggered')
|
||||
{
|
||||
|
||||
|
||||
return layerWorldY + tileY * (tileHeight / 2);
|
||||
}
|
||||
else if (orientation === 'hexagonal')
|
||||
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Converts from hexagonal tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
|
||||
* layer's position, scale and scroll.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.HexTileToWorldY
|
||||
* @private
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {integer} tileY - The x coordinate, in tiles, not pixels.
|
||||
* @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 {number}
|
||||
*/
|
||||
var HexTileToWorldY = function (tileY, camera, layer)
|
||||
{
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
var layerWorldY = 0;
|
||||
|
||||
if (tilemapLayer)
|
||||
{
|
||||
if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
|
||||
layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
|
||||
tileHeight *= tilemapLayer.scaleY;
|
||||
}
|
||||
var sidel = layer.tilemapLayer.tilemap.hexSideLength;
|
||||
var rowHeight = ((tileHeight - sidel) / 2 + sidel);
|
||||
|
||||
// same as staggered
|
||||
return layerWorldY + tileY * rowHeight;
|
||||
};
|
||||
|
||||
|
||||
var nullFunc = function ()
|
||||
{
|
||||
console.warn('With the current map type you have to use the TileToWorldXY function.');
|
||||
return null;
|
||||
};
|
||||
|
||||
var TileToWorldY = function (orientation)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
case CONST.STAGGERED:
|
||||
return StagTileToWorldY;
|
||||
case CONST.ISOMETRIC:
|
||||
return nullFunc;
|
||||
case CONST.HEXAGONAL:
|
||||
return HexTileToWorldY;
|
||||
default:
|
||||
return OrthoTileToWorldY;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
module.exports = TileToWorldY;
|
||||
|
|
|
@ -4,8 +4,10 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var CONST = require('../../const.js');
|
||||
|
||||
/**
|
||||
* Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the
|
||||
* Converts from world X coordinates (pixels) to orthogonal tile X coordinates (tile units), factoring in the
|
||||
* layer's position, scale and scroll.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.WorldToTileX
|
||||
|
@ -19,10 +21,9 @@
|
|||
*
|
||||
* @return {number} The X location in tile units.
|
||||
*/
|
||||
var WorldToTileX = function (worldX, snapToFloor, camera, layer)
|
||||
var OrthoWorldToTileX = function (worldX, snapToFloor, camera, layer)
|
||||
{
|
||||
|
||||
var orientation = layer.orientation;
|
||||
if (snapToFloor === undefined) { snapToFloor = true; }
|
||||
|
||||
var tileWidth = layer.baseTileWidth;
|
||||
|
@ -39,16 +40,28 @@ var WorldToTileX = function (worldX, snapToFloor, camera, layer)
|
|||
tileWidth *= tilemapLayer.scaleX;
|
||||
}
|
||||
|
||||
if (orientation === 'orthogonal')
|
||||
{
|
||||
return snapToFloor
|
||||
? Math.floor(worldX / tileWidth)
|
||||
: worldX / tileWidth;
|
||||
}
|
||||
else if (orientation === 'isometric')
|
||||
{
|
||||
console.warn('With isometric map types you have to use the WorldToTileXY function.');
|
||||
|
||||
};
|
||||
|
||||
var nullFunc = function ()
|
||||
{
|
||||
console.warn('With the current map type you have to use the WorldToTileXY function.');
|
||||
return null;
|
||||
};
|
||||
|
||||
var WorldToTileX = function (orientation)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
case CONST.ORTHOGONAL:
|
||||
return OrthoWorldToTileX;
|
||||
|
||||
default:
|
||||
return nullFunc;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -4,16 +4,17 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var WorldToTileX = require('./WorldToTileX');
|
||||
var WorldToTileY = require('./WorldToTileY');
|
||||
var CONST = require('../../const.js');
|
||||
var WorldToTileX = require('./WorldToTileX').func;
|
||||
var WorldToTileY = require('./WorldToTileY').func;
|
||||
var Vector2 = require('../../math/Vector2');
|
||||
|
||||
/**
|
||||
* Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the
|
||||
* Converts from world XY coordinates (pixels) to orthogonal 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.WorldToTileXY
|
||||
* @function Phaser.Tilemaps.Components.OrthoWorldToTileXY
|
||||
* @private
|
||||
* @since 3.0.0
|
||||
*
|
||||
|
@ -26,18 +27,36 @@ var Vector2 = require('../../math/Vector2');
|
|||
*
|
||||
* @return {Phaser.Math.Vector2} The XY location in tile units.
|
||||
*/
|
||||
var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
|
||||
var OrthoWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
|
||||
{
|
||||
var orientation = layer.orientation;
|
||||
if (point === undefined) { point = new Vector2(0, 0); }
|
||||
|
||||
if (orientation === 'orthogonal')
|
||||
{
|
||||
point.x = WorldToTileX(worldX, snapToFloor, camera, layer, orientation);
|
||||
point.y = WorldToTileY(worldY, snapToFloor, camera, layer, orientation);
|
||||
}
|
||||
else if (orientation === 'isometric' || orientation === 'staggered' || orientation === 'hexagonal')
|
||||
{
|
||||
point.x = WorldToTileX(worldX, snapToFloor, camera, layer);
|
||||
point.y = WorldToTileY(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;
|
||||
|
@ -62,8 +81,6 @@ var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
|
|||
tileWidth *= tilemapLayer.scaleX;
|
||||
}
|
||||
|
||||
if (orientation === 'isometric')
|
||||
{
|
||||
point.x = snapToFloor
|
||||
? Math.floor((worldX / (tileWidth / 2) + worldY / (tileHeight / 2)) / 2)
|
||||
: ((worldX / (tileWidth / 2) + worldY / (tileHeight / 2)) / 2);
|
||||
|
@ -71,28 +88,55 @@ var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
|
|||
point.y = snapToFloor
|
||||
? Math.floor((worldY / (tileHeight / 2) - worldX / (tileWidth / 2)) / 2)
|
||||
: ((worldY / (tileHeight / 2) - worldX / (tileWidth / 2)) / 2);
|
||||
}
|
||||
if (orientation === 'orthogonal')
|
||||
{
|
||||
point.x = snapToFloor
|
||||
? Math.floor(worldX / tileWidth)
|
||||
: worldX / tileWidth;
|
||||
point.y = snapToFloor
|
||||
? Math.floor(worldY / tileHeight)
|
||||
: worldY / tileHeight;
|
||||
}
|
||||
else if (orientation === 'staggered')
|
||||
{
|
||||
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;
|
||||
|
||||
}
|
||||
else if (orientation === 'hexagonal')
|
||||
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);
|
||||
|
||||
|
@ -103,10 +147,85 @@ var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
|
|||
point.x = snapToFloor
|
||||
? Math.floor((worldX - (point.y % 2) * 0.5 * tileWidth) / tileWidth)
|
||||
: (worldX - (point.y % 2) * 0.5 * tileWidth) / tileWidth;
|
||||
}
|
||||
|
||||
return point;
|
||||
};
|
||||
|
||||
/**
|
||||
* 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;
|
||||
|
|
|
@ -4,11 +4,13 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var CONST = require('../../const.js');
|
||||
|
||||
/**
|
||||
* Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the
|
||||
* Converts from world Y coordinates (pixels) to orthogonal tile Y coordinates (tile units), factoring in the
|
||||
* layer's position, scale and scroll.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.WorldToTileY
|
||||
* @function Phaser.Tilemaps.Components.OrthoWorldToTileY
|
||||
* @private
|
||||
* @since 3.0.0
|
||||
*
|
||||
|
@ -19,9 +21,9 @@
|
|||
*
|
||||
* @return {number} The Y location in tile units.
|
||||
*/
|
||||
var WorldToTileY = function (worldY, snapToFloor, camera, layer)
|
||||
var OrthoWorldToTileY = function (worldY, snapToFloor, camera, layer)
|
||||
{
|
||||
var orientation = layer.orientation;
|
||||
|
||||
if (snapToFloor === undefined) { snapToFloor = true; }
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
|
@ -38,33 +40,117 @@ var WorldToTileY = function (worldY, snapToFloor, camera, layer)
|
|||
|
||||
}
|
||||
|
||||
if (orientation === 'orthogonal')
|
||||
{
|
||||
return snapToFloor
|
||||
? Math.floor(worldY / tileHeight)
|
||||
: worldY / tileHeight;
|
||||
}
|
||||
else if (orientation === 'isometric')
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts from world Y coordinates (pixels) to staggered tile Y coordinates (tile units), factoring in the
|
||||
* layer's position, scale and scroll.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.StagWorldToTileY
|
||||
* @private
|
||||
* @since 3.2.2
|
||||
*
|
||||
* @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.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 {number} The Y location in tile units.
|
||||
*/
|
||||
var StagWorldToTileY = function (worldY, snapToFloor, camera, layer)
|
||||
{
|
||||
|
||||
if (snapToFloor === undefined) { snapToFloor = true; }
|
||||
var tileHeight = layer.baseTileHeight;
|
||||
var tilemapLayer = layer.tilemapLayer;
|
||||
|
||||
if (tilemapLayer)
|
||||
{
|
||||
console.warn('With standard isometric map types you have to use the WorldToTileXY function.');
|
||||
return null;
|
||||
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;
|
||||
|
||||
}
|
||||
else if (orientation === 'staggered')
|
||||
{
|
||||
|
||||
return snapToFloor
|
||||
? Math.floor(worldY / (tileHeight / 2))
|
||||
: worldY / (tileHeight / 2);
|
||||
}
|
||||
else if (orientation === 'hexagonal')
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts from world Y coordinates (pixels) to hexagonal tile Y coordinates (tile units), factoring in the
|
||||
* layer's position, scale and scroll.
|
||||
*
|
||||
* @function Phaser.Tilemaps.Components.HexWorldToTileY
|
||||
* @private
|
||||
* @since 3.2.2
|
||||
*
|
||||
* @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.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 {number} The Y location in tile units.
|
||||
*/
|
||||
var HexWorldToTileY = function (worldY, snapToFloor, camera, layer)
|
||||
{
|
||||
|
||||
if (snapToFloor === undefined) { snapToFloor = true; }
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
|
||||
var sidel = layer.hexSideLength;
|
||||
var rowHeight = ((tileHeight - sidel) / 2 + sidel);
|
||||
return snapToFloor
|
||||
? Math.floor(worldY / rowHeight)
|
||||
: worldY / rowHeight;
|
||||
};
|
||||
|
||||
var nullFunc = function ()
|
||||
{
|
||||
console.warn('With the current map type you have to use the WorldToTileXY function.');
|
||||
return null;
|
||||
};
|
||||
|
||||
var WorldToTileY = function (orientation)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
case CONST.ORTHOGONAL:
|
||||
return OrthoWorldToTileY;
|
||||
|
||||
case CONST.HEXAGONAL:
|
||||
return HexWorldToTileY;
|
||||
|
||||
case CONST.STAGGERED:
|
||||
return StagWorldToTileY;
|
||||
|
||||
default:
|
||||
return nullFunc;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
module.exports = WorldToTileY;
|
||||
|
|
|
@ -261,9 +261,6 @@ var DynamicTilemapLayer = new Class({
|
|||
this.setSize(tilemap.tileWidth * this.layer.width, tilemap.tileHeight * this.layer.height);
|
||||
|
||||
this.initPipeline('TextureTintPipeline');
|
||||
|
||||
console.log('layer sizes');
|
||||
console.log(this.layer.tileWidth,this.layer.tileHeight);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1194,7 +1191,7 @@ var DynamicTilemapLayer = new Class({
|
|||
*/
|
||||
tileToWorldX: function (tileX, camera)
|
||||
{
|
||||
return TilemapComponents.TileToWorldX(tileX, camera, this.layer);
|
||||
return this.tilemap.TileToWorldX(tileX, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1211,7 +1208,7 @@ var DynamicTilemapLayer = new Class({
|
|||
*/
|
||||
tileToWorldY: function (tileY, camera)
|
||||
{
|
||||
return TilemapComponents.TileToWorldY(tileY, camera, this.layer);
|
||||
return this.tilemap.TileToWorldY(tileY, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1231,7 +1228,7 @@ var DynamicTilemapLayer = new Class({
|
|||
*/
|
||||
tileToWorldXY: function (tileX, tileY, point, camera)
|
||||
{
|
||||
return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, this.layer);
|
||||
return this.tilemap.TileToWorldXY(tileX, tileY, point, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1284,7 +1281,7 @@ var DynamicTilemapLayer = new Class({
|
|||
*/
|
||||
worldToTileX: function (worldX, snapToFloor, camera)
|
||||
{
|
||||
return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
|
||||
return this.tilemap.WorldToTileX(worldX, snapToFloor, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1302,7 +1299,7 @@ var DynamicTilemapLayer = new Class({
|
|||
*/
|
||||
worldToTileY: function (worldY, snapToFloor, camera)
|
||||
{
|
||||
return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer);
|
||||
return this.tilemap.WorldToTileY(worldY, snapToFloor, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1323,7 +1320,7 @@ var DynamicTilemapLayer = new Class({
|
|||
*/
|
||||
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
|
||||
{
|
||||
return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
|
||||
return this.tilemap.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
|
||||
}
|
||||
|
||||
});
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var CONST = require('../../const.js');
|
||||
|
||||
/**
|
||||
* Renders this Game Object with the Canvas Renderer to the given Camera.
|
||||
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
||||
|
@ -92,7 +94,7 @@ var DynamicTilemapLayerCanvasRenderer = function (renderer, src, interpolationPe
|
|||
var width = tile.width;
|
||||
var height = tile.width;
|
||||
|
||||
if (src.layer.orientation === 'isometric' || src.layer.orientation === 'staggered' || src.layer.orientation === 'hexagonal')
|
||||
if (src.layer.orientation === CONST.ISOMETRIC || src.layer.orientation === CONST.STAGGERED || src.layer.orientation === CONST.HEXAGONAL)
|
||||
{
|
||||
// we use the tileset width and height because in isometric and hexagonal maps the tileset's height is often different from the tilemap's.
|
||||
width = tileset.tileWidth;
|
||||
|
|
|
@ -4,7 +4,9 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
|
||||
var Utils = require('../../renderer/webgl/Utils');
|
||||
var CONST = require('../../const.js');
|
||||
|
||||
/**
|
||||
* Renders this Game Object with the WebGL Renderer to the given Camera.
|
||||
|
@ -78,7 +80,7 @@ var DynamicTilemapLayerWebGLRenderer = function (renderer, src, interpolationPer
|
|||
var frameWidth = 0;
|
||||
var frameHeight = 0;
|
||||
|
||||
if (src.layer.orientation === 'isometric' || src.layer.orientation === 'staggered' || src.layer.orientation === 'hexagonal')
|
||||
if (src.layer.orientation === CONST.ISOMETRIC || src.layer.orientation === CONST.STAGGERED || src.layer.orientation === CONST.HEXAGONAL)
|
||||
{
|
||||
// we use the tileset width and height because in isometric maps the tileset's height is often different from the tilemap's.
|
||||
frameWidth = tileset.tileWidth;
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
var Class = require('../../utils/Class');
|
||||
var GetFastValue = require('../../utils/object/GetFastValue');
|
||||
var CONST = require('../../const.js');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
|
@ -116,7 +117,7 @@ var LayerData = new Class({
|
|||
* @type {string}
|
||||
* @since 3.23beta.PR_svipal
|
||||
*/
|
||||
this.orientation = GetFastValue(config, 'orientation', 'orthogonal');
|
||||
this.orientation = GetFastValue(config, 'orientation', CONST.ORTHOGONAL);
|
||||
|
||||
/**
|
||||
* The width in pixels of the entire layer.
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
var Class = require('../../utils/Class');
|
||||
var GetFastValue = require('../../utils/object/GetFastValue');
|
||||
var CONST = require('../../const.js');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
|
@ -116,7 +117,7 @@ var MapData = new Class({
|
|||
* @type {string}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.orientation = GetFastValue(config, 'orientation', 'orthogonal');
|
||||
this.orientation = GetFastValue(config, 'orientation', CONST.ORTHOGONAL);
|
||||
|
||||
/**
|
||||
* Determines the draw order of tilemap. Default is right-down
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var CONST = require('../../../const.js');
|
||||
var Formats = require('../../Formats');
|
||||
var MapData = require('../../mapdata/MapData');
|
||||
var ParseTileLayers = require('./ParseTileLayers');
|
||||
|
@ -46,6 +47,7 @@ var ParseJSONTiled = function (name, json, insertNull)
|
|||
return null;
|
||||
}
|
||||
|
||||
|
||||
// Map data will consist of: layers, objects, images, tilesets, sizes
|
||||
var mapData = new MapData({
|
||||
width: json.width,
|
||||
|
@ -53,7 +55,7 @@ var ParseJSONTiled = function (name, json, insertNull)
|
|||
name: name,
|
||||
tileWidth: json.tilewidth,
|
||||
tileHeight: json.tileheight,
|
||||
orientation: json.orientation,
|
||||
orientation: CONST.fromOrientationString(json.orientation),
|
||||
format: Formats.TILED_JSON,
|
||||
version: json.version,
|
||||
properties: json.properties,
|
||||
|
@ -61,7 +63,10 @@ var ParseJSONTiled = function (name, json, insertNull)
|
|||
infinite: json.infinite
|
||||
});
|
||||
|
||||
if (mapData.orientation === 'hexagonal')
|
||||
|
||||
|
||||
|
||||
if (mapData.orientation === CONST.HEXAGONAL)
|
||||
{
|
||||
mapData.hexSideLength = json.hexsidelength;
|
||||
}
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var CONST = require('../../../const.js');
|
||||
var Base64Decode = require('./Base64Decode');
|
||||
var GetFastValue = require('../../../utils/object/GetFastValue');
|
||||
var LayerData = require('../../mapdata/LayerData');
|
||||
|
@ -128,10 +129,10 @@ var ParseTileLayers = function (json, insertNull)
|
|||
alpha: (curGroupState.opacity * curl.opacity),
|
||||
visible: (curGroupState.visible && curl.visible),
|
||||
properties: GetFastValue(curl, 'properties', {}),
|
||||
orientation: json.orientation
|
||||
orientation: CONST.fromOrientationString(json.orientation)
|
||||
});
|
||||
|
||||
if (layerData.orientation === 'hexagonal')
|
||||
if (layerData.orientation === CONST.HEXAGONAL)
|
||||
{
|
||||
layerData.hexSideLength = json.hexsidelength;
|
||||
}
|
||||
|
@ -207,10 +208,10 @@ var ParseTileLayers = function (json, insertNull)
|
|||
alpha: (curGroupState.opacity * curl.opacity),
|
||||
visible: (curGroupState.visible && curl.visible),
|
||||
properties: GetFastValue(curl, 'properties', {}),
|
||||
orientation: json.orientation
|
||||
orientation: CONST.fromOrientationString(json.orientation)
|
||||
});
|
||||
|
||||
if (layerData.orientation === 'hexagonal')
|
||||
if (layerData.orientation === CONST.HEXAGONAL)
|
||||
{
|
||||
layerData.hexSideLength = json.hexsidelength;
|
||||
}
|
||||
|
|
|
@ -12,6 +12,7 @@ var StaticTilemapLayerRender = require('./StaticTilemapLayerRender');
|
|||
var TilemapComponents = require('../components');
|
||||
var TransformMatrix = require('../../gameobjects/components/TransformMatrix');
|
||||
var Utils = require('../../renderer/webgl/Utils');
|
||||
var Vector2 = require('../../math/Vector2');
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
|
@ -150,6 +151,18 @@ var StaticTilemapLayer = new Class({
|
|||
*/
|
||||
this.skipCull = false;
|
||||
|
||||
/**
|
||||
* In isometric mode, you can control the amount of distance (in tiles, from the cameras' borders) that the Cameras before culling.
|
||||
* By default the camera will allow 1 full tile in all directions.
|
||||
*
|
||||
* However, there are some instances when you may wish to adjust this, and changing this variable allows you to do so.
|
||||
*
|
||||
* @name Phaser.Tilemaps.StaticTilemapLayer#isoCullDistances
|
||||
* @type {Phaser.Math.Vector2}
|
||||
* @since 3.23.0
|
||||
*/
|
||||
this.isoCullDistances = new Vector2(1, 1);
|
||||
|
||||
/**
|
||||
* Canvas only.
|
||||
*
|
||||
|
@ -363,6 +376,7 @@ var StaticTilemapLayer = new Class({
|
|||
{
|
||||
this.updateVBOData();
|
||||
}, this);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1333,7 +1347,7 @@ var StaticTilemapLayer = new Class({
|
|||
*/
|
||||
tileToWorldX: function (tileX, camera)
|
||||
{
|
||||
return TilemapComponents.TileToWorldX(tileX, camera, this.layer);
|
||||
return this.tilemap.TileToWorldX(tileX, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1350,7 +1364,7 @@ var StaticTilemapLayer = new Class({
|
|||
*/
|
||||
tileToWorldY: function (tileY, camera)
|
||||
{
|
||||
return TilemapComponents.TileToWorldY(tileY, camera, this.layer);
|
||||
return this.tilemap.TileToWorldY(tileY, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1370,7 +1384,7 @@ var StaticTilemapLayer = new Class({
|
|||
*/
|
||||
tileToWorldXY: function (tileX, tileY, point, camera)
|
||||
{
|
||||
return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, this.layer);
|
||||
return this.tilemap.TileToWorldXY(tileX, tileY, point, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1389,7 +1403,7 @@ var StaticTilemapLayer = new Class({
|
|||
*/
|
||||
worldToTileX: function (worldX, snapToFloor, camera)
|
||||
{
|
||||
return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
|
||||
return this.tilemap.WorldToTileX(worldX, snapToFloor, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1408,7 +1422,7 @@ var StaticTilemapLayer = new Class({
|
|||
*/
|
||||
worldToTileY: function (worldY, snapToFloor, camera)
|
||||
{
|
||||
return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer);
|
||||
return this.tilemap.WorldToTileY(worldY, snapToFloor, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1430,7 +1444,7 @@ var StaticTilemapLayer = new Class({
|
|||
*/
|
||||
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
|
||||
{
|
||||
return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
|
||||
return this.tilemap.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in a new issue