arcade-physics
Version:
Use Arcade Physics without Phaser.
31 lines • 1.3 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var HasTileAt = require('./HasTileAt');
var Vector2 = require('../../math/Vector2');
var point = new Vector2();
/**
* Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns
* false if there is no tile or if the tile at that location has an index of -1.
*
* @function Phaser.Tilemaps.Components.HasTileAtWorldXY
* @since 3.0.0
*
* @param {number} worldX - The X coordinate of the world position.
* @param {number} worldY - The Y coordinate of the world position.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when factoring in which tiles to return.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {?boolean} Returns a boolean, or null if the layer given was invalid.
*/
var HasTileAtWorldXY = function (worldX, worldY, camera, layer) {
layer.tilemapLayer.worldToTileXY(worldX, worldY, true, point, camera);
var tileX = point.x;
var tileY = point.y;
return HasTileAt(tileX, tileY, layer);
};
module.exports = HasTileAtWorldXY;
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