/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the * layer's position, scale and scroll. * * @function Phaser.Tilemaps.Components.WorldToTileY * @private * @since 3.0.0 * * @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. * @param {string} orientation - The Tilemap's orientation * * @return {number} The Y location in tile units. */ var WorldToTileY = function (worldY, snapToFloor, camera, layer, orientation) { 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; } if (orientation === "orthogonal") { return snapToFloor ? Math.floor(worldY / tileHeight) : worldY / tileHeight; } else if (orientation === "isometric") { console.warn('With isometric map types you have to use the WorldToTileXY function.'); return null } }; module.exports = WorldToTileY;