phaser/src/tilemaps/components/IsometricWorldToTileXY.js
2023-01-02 17:36:27 +00:00

76 lines
2.7 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector2 = require('../../math/Vector2');
/**
* Converts from world XY coordinates (pixels) to isometric tile XY coordinates (tile units), factoring in the
* layers position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
* @function Phaser.Tilemaps.Components.IsometricWorldToTileXY
* @since 3.50.0
*
* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} snapToFloor - Whether or not to round the tile coordinate down to the nearest integer.
* @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.
* @param {boolean} [originTop=true] - Which is the active face of the isometric tile? The top (default, true), or the base? (false)
*
* @return {Phaser.Math.Vector2} The XY location in tile units.
*/
var IsometricWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer, originTop)
{
if (!point) { point = new Vector2(); }
var tileWidth = layer.baseTileWidth;
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
if (tilemapLayer)
{
if (!camera) { 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;
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's horizontal scroll
worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
tileWidth *= tilemapLayer.scaleX;
}
var tileWidthHalf = tileWidth / 2;
var tileHeightHalf = tileHeight / 2;
worldX = worldX - tileWidthHalf;
if (!originTop)
{
worldY = worldY - tileHeight;
}
var x = 0.5 * (worldX / tileWidthHalf + worldY / tileHeightHalf);
var y = 0.5 * (-worldX / tileWidthHalf + worldY / tileHeightHalf);
if (snapToFloor)
{
x = Math.floor(x);
y = Math.floor(y);
}
return point.set(x, y);
};
module.exports = IsometricWorldToTileXY;