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https://github.com/photonstorm/phaser
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38 lines
1.6 KiB
JavaScript
38 lines
1.6 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var WorldToTileX = require('./WorldToTileX');
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var WorldToTileY = require('./WorldToTileY');
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var Vector2 = require('../../math/Vector2');
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/**
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* Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the
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* layer's position, scale and scroll. This will return a new Vector2 object or update the given
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* `point` object.
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*
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* @function Phaser.Tilemaps.Components.WorldToTileXY
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* @since 3.0.0
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*
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* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
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* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
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* @param {boolean} snapToFloor - Whether or not to round the tile coordinate down to the nearest integer.
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* @param {Phaser.Math.Vector2} point - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*
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* @return {Phaser.Math.Vector2} The XY location in tile units.
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*/
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var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
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{
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if (!point) { point = new Vector2(0, 0); }
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point.x = WorldToTileX(worldX, snapToFloor, camera, layer);
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point.y = WorldToTileY(worldY, snapToFloor, camera, layer);
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return point;
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};
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module.exports = WorldToTileXY;
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