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https://github.com/photonstorm/phaser
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39 lines
1.5 KiB
JavaScript
39 lines
1.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 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 GetTilesWithin = require('./GetTilesWithin');
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var ShuffleArray = require('../../utils/array/Shuffle');
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/**
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* Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given
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* layer. It will only randomize the tiles in that area, so if they're all the same nothing will
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* appear to have changed! This method only modifies tile indexes and does not change collision
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* information.
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*
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* @function Phaser.Tilemaps.Components.Shuffle
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* @private
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* @since 3.0.0
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*
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* @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
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* @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
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* @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
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* @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*/
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var Shuffle = function (tileX, tileY, width, height, layer)
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{
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var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
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var indexes = tiles.map(function (tile) { return tile.index; });
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ShuffleArray(indexes);
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for (var i = 0; i < tiles.length; i++)
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{
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tiles[i].index = indexes[i];
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}
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};
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module.exports = Shuffle;
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