arcade-physics
Version:
Use Arcade Physics without Phaser.
40 lines • 1.61 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CullBounds = require('./HexagonalCullBounds');
var RunCull = require('./RunCull');
/**
* Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
*
* @function Phaser.Tilemaps.Components.HexagonalCullTiles
* @since 3.50.0
*
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to run the cull check against.
* @param {array} [outputArray] - An optional array to store the Tile objects within.
* @param {number} [renderOrder=0] - The rendering order constant.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
var HexagonalCullTiles = function (layer, camera, outputArray, renderOrder) {
if (outputArray === undefined) {
outputArray = [];
}
if (renderOrder === undefined) {
renderOrder = 0;
}
outputArray.length = 0;
var tilemapLayer = layer.tilemapLayer;
if (!tilemapLayer.skipCull && tilemapLayer.scrollFactorX === 1 && tilemapLayer.scrollFactorY === 1) {
// Camera world view bounds, snapped for scaled tile size
// Cull Padding values are given in tiles, not pixels
var bounds = CullBounds(layer, camera);
RunCull(layer, bounds, renderOrder, outputArray);
}
return outputArray;
};
module.exports = HexagonalCullTiles;
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