mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
156 lines
5.3 KiB
JavaScript
156 lines
5.3 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @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;
|