arcade-physics
Version:
Use Arcade Physics without Phaser.
36 lines • 1.63 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Converts from world Y coordinates (pixels) to staggered tile Y coordinates (tile units), factoring in the
* layers position, scale and scroll.
*
* @function Phaser.Tilemaps.Components.StaggeredWorldToTileY
* @since 3.50.0
*
* @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.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 tile units.
*/
var StaggeredWorldToTileY = function (worldY, snapToFloor, camera, layer) {
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
if (tilemapLayer) {
if (!camera) {
camera = tilemapLayer.scene.cameras.main;
}
// Find the world position relative to the static or dynamic layer's top left origin,
// factoring in the camera's vertical scroll
worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
tileHeight *= tilemapLayer.scaleY;
}
return (snapToFloor) ? Math.floor(worldY / (tileHeight / 2)) : worldY / (tileHeight / 2);
};
module.exports = StaggeredWorldToTileY;
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