arcade-physics
Version:
Use Arcade Physics without Phaser.
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TypeScript
export = IsometricWorldToTileXY;
/**
* Converts from world XY coordinates (pixels) to isometric tile XY coordinates (tile units), factoring in the
* layers position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
*
* @function Phaser.Tilemaps.Components.IsometricWorldToTileXY
* @since 3.50.0
*
* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} snapToFloor - Whether or not to round the tile coordinate down to the nearest integer.
* @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.
* @param {boolean} [originTop=true] - Which is the active face of the isometric tile? The top (default, true), or the base? (false)
*
* @return {Phaser.Math.Vector2} The XY location in tile units.
*/
declare function IsometricWorldToTileXY(worldX: number, worldY: number, snapToFloor: boolean, point: Phaser.Math.Vector2, camera: Phaser.Cameras.Scene2D.Camera, layer: Phaser.Tilemaps.LayerData, originTop?: boolean | undefined): Phaser.Math.Vector2;
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