arcade-physics
Version:
Use Arcade Physics without Phaser.
29 lines • 1.21 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var WorldToTileXY = require('./WorldToTileXY');
var Vector2 = require('../../math/Vector2');
var tempVec = new Vector2();
/**
* Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the
* layer's position, scale and scroll.
*
* @function Phaser.Tilemaps.Components.WorldToTileY
* @since 3.0.0
*
* @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 WorldToTileY = function (worldY, snapToFloor, camera, layer) {
WorldToTileXY(0, worldY, snapToFloor, tempVec, camera, layer);
return tempVec.y;
};
module.exports = WorldToTileY;
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