/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetTilesWithin = require('./GetTilesWithin'); var Color = require('../../display/color'); var defaultTileColor = new Color(105, 210, 231, 150); var defaultCollidingTileColor = new Color(243, 134, 48, 200); var defaultFaceColor = new Color(40, 39, 37, 150); /** * Draws a debug representation of the layer to the given Graphics. This is helpful when you want to * get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles * are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation * wherever you want on the screen. * * @function Phaser.Tilemaps.Components.RenderDebug * @since 3.0.0 * * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon. * @param {Phaser.Types.Tilemaps.DebugStyleOptions} styleConfig - An object specifying the colors to use for the debug drawing. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ var RenderDebug = function (graphics, styleConfig, layer) { if (styleConfig === undefined) { styleConfig = {}; } // Default colors without needlessly creating Color objects var tileColor = (styleConfig.tileColor !== undefined) ? styleConfig.tileColor : defaultTileColor; var collidingTileColor = (styleConfig.collidingTileColor !== undefined) ? styleConfig.collidingTileColor : defaultCollidingTileColor; var faceColor = (styleConfig.faceColor !== undefined) ? styleConfig.faceColor : defaultFaceColor; var tiles = GetTilesWithin(0, 0, layer.width, layer.height, null, layer); graphics.translateCanvas(layer.tilemapLayer.x, layer.tilemapLayer.y); graphics.scaleCanvas(layer.tilemapLayer.scaleX, layer.tilemapLayer.scaleY); for (var i = 0; i < tiles.length; i++) { var tile = tiles[i]; var tw = tile.width; var th = tile.height; var x = tile.pixelX; var y = tile.pixelY; var color = tile.collides ? collidingTileColor : tileColor; if (color !== null) { graphics.fillStyle(color.color, color.alpha / 255); graphics.fillRect(x, y, tw, th); } // Inset the face line to prevent neighboring tile's lines from overlapping x += 1; y += 1; tw -= 2; th -= 2; if (faceColor !== null) { graphics.lineStyle(1, faceColor.color, faceColor.alpha / 255); if (tile.faceTop) { graphics.lineBetween(x, y, x + tw, y); } if (tile.faceRight) { graphics.lineBetween(x + tw, y, x + tw, y + th); } if (tile.faceBottom) { graphics.lineBetween(x, y + th, x + tw, y + th); } if (tile.faceLeft) { graphics.lineBetween(x, y, x, y + th); } } } }; module.exports = RenderDebug; /** function Orientation(f0, f1, f2, f3, b0, b1, b2, b3, start_angle) { return {f0: f0, f1: f1, f2: f2, f3: f3, b0: b0, b1: b1, b2: b2, b3: b3, start_angle: start_angle}; } function Layout(orientation, size, origin) { return {orientation: orientation, size: size, origin: origin}; } function Hex(q, r, s) { return {q: q, r: r, s: s}; } function hex_round(h) { var qi = Math.round(h.q); var ri = Math.round(h.r); var si = Math.round(h.s); var q_diff = Math.abs(qi - h.q); var r_diff = Math.abs(ri - h.r); var s_diff = Math.abs(si - h.s); if (q_diff > r_diff && q_diff > s_diff) { qi = -ri - si; } else if (r_diff > s_diff) { ri = -qi - si; } else { si = -qi - ri; } return Hex(qi, ri, si); } var layout_pointy = Orientation(Math.sqrt(3.0), Math.sqrt(3.0) / 2.0, 0.0, 3.0 / 2.0, Math.sqrt(3.0) / 3.0, -1.0 / 3.0, 0.0, 2.0 / 3.0, 0.5); function OffsetCoord(col, row) { return {col: col, row: row}; } var EVEN = 1; var ODD = -1; function roffset_from_cube(offset, h) { var col = h.q + (h.r + offset * (h.r & 1)) / 2; var row = h.r; return OffsetCoord(col, row); } function roffset_to_cube(offset, h) { var q = h.col - (h.row + offset * (h.row & 1)) / 2; var r = h.row; var s = -q - r; return Hex(q, r, s); } function hex_to_pixel(layout, h) { var M = layout.orientation; var size = layout.size; var origin = layout.origin; var x = (M.f0 * h.q + M.f1 * h.r) * size.x; var y = (M.f2 * h.q + M.f3 * h.r) * size.y; return new Vector2(x + origin.x, y + origin.y); } function hex_corner_offset(layout, corner) { var M = layout.orientation; var size = layout.size; var angle = 2.0 * Math.PI * (M.start_angle - corner) / 6.0; return new Vector2(size.x * Math.cos(angle), size.y * Math.sin(angle)); } function polygon_corners(layout, h) { var corners = []; var center = hex_to_pixel(layout, h); for (var i = 0; i < 6; i++) { var offset = hex_corner_offset(layout, i); corners.push(new Vector2(center.x + offset.x, center.y + offset.y)); } return corners; } var layout = Layout(layout_pointy, new Vector2(tileHeight/2, tileWidth/2), new Vector2(tileWidth/2, tileWidth/2)); for (var q = 0; q <= 9; q++) { for (var r = 0; r <= 9; r++) { var h = Hex(q, r, -q - r); // cubed // var hr = hex_round(h); // var o = roffset_from_cube(ODD, hr); // var b = roffset_to_cube(ODD, o); var c = polygon_corners(layout, h); if (q === 0 && r === 0) { console.log(c); } g.beginPath(); g.moveTo(Math.floor(c[0].x), Math.floor(c[0].y)); for (var i = 1; i < c.length; i++) { g.lineTo(Math.floor(c[i].x), Math.floor(c[i].y)); } g.closePath(); g.strokePath(); } } var c = polygon_corners(layout, hr); g.beginPath(); g.moveTo(Math.floor(c[0].x), Math.floor(c[0].y)); for (var i = 1; i < c.length; i++) { g.lineTo(Math.floor(c[i].x), Math.floor(c[i].y)); } g.closePath(); g.fillPath(); // g.scene.add.text(c[3].x + 2, c[3].y + 6, `${hr.q} x ${hr.r}`); g.scene.add.text(c[3].x + 2, c[3].y + 6, `${x} x ${y}`); */