phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
53 lines (47 loc) • 1.98 kB
JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GetTilesWithin = require('./GetTilesWithin');
var GetRandom = require('../../utils/array/GetRandom');
/**
* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
* specified layer. Each tile will receive a new index. If an array of indexes is passed in, then
* those will be used for randomly assigning new tile indexes. If an array is not provided, the
* indexes found within the region (excluding -1) will be used for randomly assigning new tile
* indexes. This method only modifies tile indexes and does not change collision information.
*
* @function Phaser.Tilemaps.Components.Randomize
* @private
* @since 3.0.0
*
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*/
var Randomize = function (tileX, tileY, width, height, indexes, layer)
{
var i;
var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
// If no indicies are given, then find all the unique indexes within the specified region
if (indexes === undefined)
{
indexes = [];
for (i = 0; i < tiles.length; i++)
{
if (indexes.indexOf(tiles[i].index) === -1)
{
indexes.push(tiles[i].index);
}
}
}
for (i = 0; i < tiles.length; i++)
{
tiles[i].index = GetRandom(indexes);
}
};
module.exports = Randomize;