phaser/src/tilemaps/components/WorldToTileY.js
2020-09-18 17:16:52 +02:00

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;