/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var CONST = require('../../const.js'); /** * 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.OrthoWorldToTileY * @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. * * @return {number} The Y location in tile units. */ var OrthoWorldToTileY = 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; } return snapToFloor ? Math.floor(worldY / tileHeight) : worldY / tileHeight; }; /** * 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) { 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; } return snapToFloor ? Math.floor(worldY / (tileHeight / 2)) : worldY / (tileHeight / 2); }; /** * 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;