arcade-physics
Version:
Use Arcade Physics without Phaser.
34 lines • 1.24 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 tile X coordinates (tile units) to world X coordinates (pixels), factoring in the
* layer's position, scale and scroll.
*
* @function Phaser.Tilemaps.Components.TileToWorldX
* @since 3.0.0
*
* @param {number} tileX - The x 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}
*/
var TileToWorldX = function (tileX, camera, layer) {
var tileWidth = layer.baseTileWidth;
var tilemapLayer = layer.tilemapLayer;
var layerWorldX = 0;
if (tilemapLayer) {
if (!camera) {
camera = tilemapLayer.scene.cameras.main;
}
layerWorldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX);
tileWidth *= tilemapLayer.scaleX;
}
return layerWorldX + tileX * tileWidth;
};
module.exports = TileToWorldX;
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