phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var HexagonalTileToWorldXY = require('./HexagonalTileToWorldXY');
var Vector2 = require('../../math/Vector2');
var tempVec = new Vector2();
/**
* Gets the corners of the Hexagonal Tile as an array of Vector2s.
*
* @function Phaser.Tilemaps.Components.HexagonalGetTileCorners
* @since 3.60.0
*
* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @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 {Phaser.Math.Vector2[]} An array of Vector2s corresponding to the world XY location of each tile corner.
*/
var HexagonalGetTileCorners = function (tileX, tileY, camera, layer)
{
var tileWidth = layer.baseTileWidth;
var tileHeight = layer.baseTileHeight;
var tilemapLayer = layer.tilemapLayer;
if (tilemapLayer)
{
tileWidth *= tilemapLayer.scaleX;
tileHeight *= tilemapLayer.scaleY;
}
// Sets the center of the tile into tempVec
var center = HexagonalTileToWorldXY(tileX, tileY, tempVec, camera, layer);
var corners = [];
// Hard-coded orientation values for Pointy-Top Hexagons only
var b0 = 0.5773502691896257; // Math.sqrt(3) / 3
var hexWidth;
var hexHeight;
if (layer.staggerAxis === 'y')
{
hexWidth = b0 * tileWidth;
hexHeight = tileHeight / 2;
}
else
{
hexWidth = tileWidth / 2;
hexHeight = b0 * tileHeight;
}
for (var i = 0; i < 6; i++)
{
var angle = 2 * Math.PI * (0.5 - i) / 6;
corners.push(new Vector2(center.x + (hexWidth * Math.cos(angle)), center.y + (hexHeight * Math.sin(angle))));
}
return corners;
};
module.exports = HexagonalGetTileCorners;