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https://github.com/photonstorm/phaser
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wordtotileX or Y cannot be called independently either
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3 changed files with 46 additions and 13 deletions
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@ -15,6 +15,7 @@
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* @param {integer} tileY - The x coordinate, in tiles, not pixels.
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* @param {integer} tileY - The x coordinate, in tiles, not pixels.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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* @param {string} orientation - The Tilemap's orientation
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*
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*
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* @return {number}
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* @return {number}
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*/
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*/
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@ -33,7 +34,13 @@ var TileToWorldY = function (tileY, camera, layer)
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tileHeight *= tilemapLayer.scaleY;
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tileHeight *= tilemapLayer.scaleY;
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}
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}
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if (orientation === "orthogonal") {
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return layerWorldY + tileY * tileHeight;
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return layerWorldY + tileY * tileHeight;
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} else if (orientation === "isometric") {
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// Not Best Solution ?
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console.warn('With isometric map types you have to use the TileToWorldXY function.');
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return null;
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}
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};
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};
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module.exports = TileToWorldY;
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module.exports = TileToWorldY;
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@ -31,8 +31,42 @@ var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer,
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{
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{
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if (point === undefined) { point = new Vector2(0, 0); }
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if (point === undefined) { point = new Vector2(0, 0); }
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if (orientation === "orthogonal") {
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point.x = WorldToTileX(worldX, snapToFloor, camera, layer, orientation);
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point.x = WorldToTileX(worldX, snapToFloor, camera, layer, orientation);
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point.y = WorldToTileY(worldY, snapToFloor, camera, layer, orientation);
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point.y = WorldToTileY(worldY, snapToFloor, camera, layer, orientation);
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} else if (orientation == 'isometric') {
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var tileWidth = layer.baseTileWidth;
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var tileHeight = layer.baseTileHeight;
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var tilemapLayer = layer.tilemapLayer;
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if (tilemapLayer)
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{
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if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's vertical scroll
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worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
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tileHeight *= tilemapLayer.scaleY;
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's horizontal scroll
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worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
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tileWidth *= tilemapLayer.scaleX;
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}
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point.x = snapToFloor
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? Math.floor((worldX/(tileWidth/2) + worldY/(tileHeight/2))/2)
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: ((worldX/(tileWidth/2) + worldY/(tileHeight/2))/2);
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point.y = snapToFloor
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? Math.floor(worldY/(tileHeight/2) - (worldX/(tileWidth/2))/2)
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: (worldY/(tileHeight/2) - (worldX/(tileWidth/2))/2);
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}
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return point;
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return point;
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};
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};
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@ -23,8 +23,6 @@
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var WorldToTileY = function (worldY, snapToFloor, camera, layer, orientation)
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var WorldToTileY = function (worldY, snapToFloor, camera, layer, orientation)
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{
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{
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if (snapToFloor === undefined) { snapToFloor = true; }
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if (snapToFloor === undefined) { snapToFloor = true; }
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var tileWidth = layer.baseTileWidth;
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var tileHeight = layer.baseTileHeight;
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var tileHeight = layer.baseTileHeight;
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var tilemapLayer = layer.tilemapLayer;
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var tilemapLayer = layer.tilemapLayer;
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@ -38,11 +36,6 @@ var WorldToTileY = function (worldY, snapToFloor, camera, layer, orientation)
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tileHeight *= tilemapLayer.scaleY;
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tileHeight *= tilemapLayer.scaleY;
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's horizontal scroll
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worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
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tileWidth *= tilemapLayer.scaleX;
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}
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}
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if (orientation === "orthogonal") {
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if (orientation === "orthogonal") {
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@ -50,9 +43,8 @@ var WorldToTileY = function (worldY, snapToFloor, camera, layer, orientation)
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? Math.floor(worldY / tileHeight)
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? Math.floor(worldY / tileHeight)
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: worldY / tileHeight;
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: worldY / tileHeight;
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} else if (orientation === "isometric") {
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} else if (orientation === "isometric") {
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return snapToFloor
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console.warn('With isometric map types you have to use the WorldToTileXY function.');
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? Math.floor(worldY/(tileHeight/2) - (worldX/(tileWidth/2))/2)
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return null
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: (worldY/(tileHeight/2) - (worldX/(tileWidth/2))/2);
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}
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}
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};
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};
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