/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetTilesWithin = require('./GetTilesWithin'); var ShuffleArray = require('../../utils/array/Shuffle'); /** * Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given * layer. It will only randomize the tiles in that area, so if they're all the same nothing will * appear to have changed! This method only modifies tile indexes and does not change collision * information. * * @function Phaser.Tilemaps.Components.Shuffle * @private * @since 3.0.0 * * @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be. * @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ var Shuffle = function (tileX, tileY, width, height, layer) { var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer); var indexes = tiles.map(function (tile) { return tile.index; }); ShuffleArray(indexes); for (var i = 0; i < tiles.length; i++) { tiles[i].index = indexes[i]; } }; module.exports = Shuffle;