arcade-physics
Version:
Use Arcade Physics without Phaser.
34 lines • 1.36 kB
JavaScript
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Converts from staggered tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
* layers position, scale and scroll.
*
* @function Phaser.Tilemaps.Components.StaggeredTileToWorldY
* @since 3.50.0
*
* @param {number} tileY - The y coordinate, in tiles, not pixels.
* @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 {number} The Y location in world coordinates.
*/
var StaggeredTileToWorldY = function (tileY, camera, layer) {
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
var layerWorldY = 0;
if (tilemapLayer) {
if (camera === undefined) {
camera = tilemapLayer.scene.cameras.main;
}
layerWorldY = (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
tileHeight *= tilemapLayer.scaleY;
}
return layerWorldY + tileY * (tileHeight / 2) + tileHeight;
};
module.exports = StaggeredTileToWorldY;
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