/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Vector2 = require('../../math/Vector2'); /** * Converts from world XY coordinates (pixels) to isometric tile XY coordinates (tile units), factoring in the * layers position, scale and scroll. This will return a new Vector2 object or update the given * `point` object. * * @function Phaser.Tilemaps.Components.IsometricWorldToTileXY * @since 3.50.0 * * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles. * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles. * @param {boolean} snapToFloor - Whether or not to round the tile coordinate down to the nearest integer. * @param {Phaser.Math.Vector2} point - A Vector2 to store the coordinates in. If not given a new Vector2 is created. * @param {Phaser.Cameras.Scene2D.Camera} 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 {boolean} [originTop=true] - Which is the active face of the isometric tile? The top (default, true), or the base? (false) * * @return {Phaser.Math.Vector2} The XY location in tile units. */ var IsometricWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer, originTop) { if (!point) { point = new Vector2(); } var tileWidth = layer.baseTileWidth; var tileHeight = layer.baseTileHeight; var tilemapLayer = layer.tilemapLayer; if (tilemapLayer) { if (!camera) { 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; // Find the world position relative to the static or dynamic layer's top left origin, // factoring in the camera's horizontal scroll worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX)); tileWidth *= tilemapLayer.scaleX; } var tileWidthHalf = tileWidth / 2; var tileHeightHalf = tileHeight / 2; worldX = worldX - tileWidthHalf; if (!originTop) { worldY = worldY - tileHeight; } var x = 0.5 * (worldX / tileWidthHalf + worldY / tileHeightHalf); var y = 0.5 * (-worldX / tileWidthHalf + worldY / tileHeightHalf); if (snapToFloor) { x = Math.floor(x); y = Math.floor(y); } return point.set(x, y); }; module.exports = IsometricWorldToTileXY;