phaser/src/tilemaps/components/HexagonalTileToWorldXY.js
2022-02-28 14:29:51 +00:00

59 lines
2 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector2 = require('../../math/Vector2');
/**
* Converts from hexagonal tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the
* layer's position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
* @function Phaser.Tilemaps.Components.HexagonalTileToWorldXY
* @since 3.50.0
*
* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
* @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.
*
* @return {Phaser.Math.Vector2} The XY location in world coordinates.
*/
var HexagonalTileToWorldXY = function (tileX, tileY, point, camera, layer)
{
if (!point) { point = new Vector2(); }
var tileWidth = layer.baseTileWidth;
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
var layerWorldX = 0;
var layerWorldY = 0;
if (tilemapLayer)
{
if (!camera) { camera = tilemapLayer.scene.cameras.main; }
layerWorldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX);
tileWidth *= tilemapLayer.scaleX;
layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
tileHeight *= tilemapLayer.scaleY;
}
var len = layer.hexSideLength;
var rowHeight = ((tileHeight - len) / 2 + len);
// similar to staggered, because Tiled uses the oddr representation.
var x = layerWorldX + tileX * tileWidth + tileY % 2 * (tileWidth / 2);
var y = layerWorldY + tileY * rowHeight;
return point.set(x, y);
};
module.exports = HexagonalTileToWorldXY;