arcade-physics
Version:
Use Arcade Physics without Phaser.
54 lines • 2.23 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector2 = require('../../math/Vector2');
/**
* Converts from hexagonal tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the
* layer's position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
* @function Phaser.Tilemaps.Components.HexagonalTileToWorldXY
* @since 3.50.0
*
* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
* @param {Phaser.Math.Vector2} point - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when calculating the tile index from the world values.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Math.Vector2} The XY location in world coordinates.
*/
var HexagonalTileToWorldXY = function (tileX, tileY, point, camera, layer) {
if (!point) {
point = new Vector2();
}
var tileWidth = layer.baseTileWidth;
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
var worldX = 0;
var worldY = 0;
if (tilemapLayer) {
if (!camera) {
camera = tilemapLayer.scene.cameras.main;
}
worldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX);
worldY = tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY);
tileWidth *= tilemapLayer.scaleX;
tileHeight *= tilemapLayer.scaleY;
}
// Hard-coded orientation values for Pointy-Top Hexagons only
// origin
var tileWidthHalf = tileWidth / 2;
var tileHeightHalf = tileHeight / 2;
var x = worldX + (tileWidth * tileX) + tileWidth;
var y = worldY + ((1.5 * tileY) * tileHeightHalf) + tileHeightHalf;
if (tileY % 2 === 0) {
x -= tileWidthHalf;
}
return point.set(x, y);
};
module.exports = HexagonalTileToWorldXY;
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