/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var SnapFloor = require('../../math/snap/SnapFloor'); var SnapCeil = require('../../math/snap/SnapCeil'); /** * Returns the tiles in the given layer that are within the camera's viewport. This is used internally. * * @function Phaser.Tilemaps.Components.CullTiles * @private * @since 3.0.0 * * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to run the cull check against. * @param {array} [outputArray] - An optional array to store the Tile objects within. * * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects. */ var CullTiles = function (layer, camera, outputArray, renderOrder) { if (outputArray === undefined) { outputArray = []; } if (renderOrder === undefined) { renderOrder = 0; } outputArray.length = 0; var tilemap = layer.tilemapLayer.tilemap; var tilemapLayer = layer.tilemapLayer; var mapData = layer.data; var mapWidth = layer.width; var mapHeight = layer.height; // We need to use the tile sizes defined for the map as a whole, not the layer, // in order to calculate the bounds correctly. As different sized tiles may be // placed on the grid and we cannot trust layer.baseTileWidth to give us the true size. var tileW = Math.floor(tilemap.tileWidth * tilemapLayer.scaleX); var tileH = Math.floor(tilemap.tileHeight * tilemapLayer.scaleY); var drawLeft = 0; var drawRight = mapWidth; var drawTop = 0; var drawBottom = mapHeight; if (!tilemapLayer.skipCull && tilemapLayer.scrollFactorX === 1 && tilemapLayer.scrollFactorY === 1) { // Camera world view bounds, snapped for scaled tile size // Cull Padding values are given in tiles, not pixels var boundsLeft = SnapFloor(camera.worldView.x - tilemapLayer.x, tileW, 0, true) - tilemapLayer.cullPaddingX; var boundsRight = SnapCeil(camera.worldView.right - tilemapLayer.x, tileW, 0, true) + tilemapLayer.cullPaddingX; var boundsTop = SnapFloor(camera.worldView.y - tilemapLayer.y, tileH, 0, true) - tilemapLayer.cullPaddingY; var boundsBottom = SnapCeil(camera.worldView.bottom - tilemapLayer.y, tileH, 0, true) + tilemapLayer.cullPaddingY; drawLeft = Math.max(0, boundsLeft); drawRight = Math.min(mapWidth, boundsRight); drawTop = Math.max(0, boundsTop); drawBottom = Math.min(mapHeight, boundsBottom); } var x; var y; var tile; if (renderOrder === 0) { // right-down for (y = drawTop; y < drawBottom; y++) { for (x = drawLeft; mapData[y] && x < drawRight; x++) { tile = mapData[y][x]; if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0) { continue; } outputArray.push(tile); } } } else if (renderOrder === 1) { // left-down for (y = drawTop; y < drawBottom; y++) { for (x = drawRight; mapData[y] && x >= drawLeft; x--) { tile = mapData[y][x]; if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0) { continue; } outputArray.push(tile); } } } else if (renderOrder === 2) { // right-up for (y = drawBottom; y >= drawTop; y--) { for (x = drawLeft; mapData[y] && x < drawRight; x++) { tile = mapData[y][x]; if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0) { continue; } outputArray.push(tile); } } } else if (renderOrder === 3) { // left-up for (y = drawBottom; y >= drawTop; y--) { for (x = drawRight; mapData[y] && x >= drawLeft; x--) { tile = mapData[y][x]; if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0) { continue; } outputArray.push(tile); } } } tilemapLayer.tilesDrawn = outputArray.length; tilemapLayer.tilesTotal = mapWidth * mapHeight; return outputArray; }; module.exports = CullTiles;