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https://github.com/photonstorm/phaser
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25bc5dec90
Fix #5781
76 lines
2.7 KiB
JavaScript
76 lines
2.7 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 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 Vector2 = require('../../math/Vector2');
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/**
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* Converts from world XY coordinates (pixels) to isometric tile XY coordinates (tile units), factoring in the
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* layers 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.IsometricWorldToTileXY
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* @since 3.50.0
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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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* @param {boolean} [originTop=true] - Which is the active face of the isometric tile? The top (default, true), or the base? (false)
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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 IsometricWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer, originTop)
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{
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if (!point) { point = new Vector2(); }
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var tileWidth = layer.baseTileWidth;
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var tileHeight = layer.baseTileHeight;
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var tilemapLayer = layer.tilemapLayer;
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if (tilemapLayer)
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{
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if (!camera) { camera = tilemapLayer.scene.cameras.main; }
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's vertical scroll
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worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
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tileHeight *= tilemapLayer.scaleY;
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's horizontal scroll
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worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
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tileWidth *= tilemapLayer.scaleX;
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}
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var tileWidthHalf = tileWidth / 2;
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var tileHeightHalf = tileHeight / 2;
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worldX = worldX - tileWidthHalf;
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if (!originTop)
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{
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worldY = worldY - tileHeight;
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}
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var x = 0.5 * (worldX / tileWidthHalf + worldY / tileHeightHalf);
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var y = 0.5 * (-worldX / tileWidthHalf + worldY / tileHeightHalf);
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if (snapToFloor)
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{
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x = Math.floor(x);
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y = Math.floor(y);
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}
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return point.set(x, y);
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};
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module.exports = IsometricWorldToTileXY;
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