arcade-physics
Version:
Use Arcade Physics without Phaser.
48 lines • 1.67 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
const Vector2_1 = __importDefault(require("./Vector2"));
/**
* Returns a Vector2 containing the x and y position of the given index in a `width` x `height` sized grid.
*
* For example, in a 6 x 4 grid, index 16 would equal x: 4 y: 2.
*
* If the given index is out of range an empty Vector2 is returned.
*
* @function Phaser.Math.ToXY
* @since 3.19.0
*
* @param {number} index - The position within the grid to get the x/y value for.
* @param {number} width - The width of the grid.
* @param {number} height - The height of the grid.
* @param {Phaser.Math.Vector2} [out] - An optional Vector2 to store the result in. If not given, a new Vector2 instance will be created.
*
* @return {Phaser.Math.Vector2} A Vector2 where the x and y properties contain the given grid index.
*/
const ToXY = (index, width, height, out) => {
if (out === undefined) {
out = new Vector2_1.default();
}
let x = 0;
let y = 0;
const total = width * height;
if (index > 0 && index <= total) {
if (index > width - 1) {
y = Math.floor(index / width);
x = index - y * width;
}
else {
x = index;
}
}
return out.set(x, y);
};
exports.default = ToXY;
//# sourceMappingURL=ToXY.js.map