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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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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Vector2 = require('../../math/Vector2'); /** * Converts from hexagonal tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the * layer's position, scale and scroll. This will return a new Vector2 object or update the given * `point` object. * * @function Phaser.Tilemaps.Components.HexagonalTileToWorldXY * @since 3.50.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {Phaser.Math.Vector2} point - A Vector2 to store the coordinates in. If not given a new Vector2 is created. * @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} The XY location in world coordinates. */ var HexagonalTileToWorldXY = function (tileX, tileY, point, camera, layer) { if (!point) { point = new Vector2(); } var tileWidth = layer.baseTileWidth; var tileHeight = layer.baseTileHeight; var tilemapLayer = layer.tilemapLayer; var worldX = 0; var worldY = 0; if (tilemapLayer) { if (!camera) { camera = tilemapLayer.scene.cameras.main; } worldX = tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX); worldY = tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY); tileWidth *= tilemapLayer.scaleX; tileHeight *= tilemapLayer.scaleY; } // Hard-coded orientation values for Pointy-Top Hexagons only // origin var tileWidthHalf = tileWidth / 2; var tileHeightHalf = tileHeight / 2; var x; var y; var staggerAxis = layer.staggerAxis; var staggerIndex = layer.staggerIndex; if (staggerAxis === 'y') { x = worldX + (tileWidth * tileX) + tileWidth; y = worldY + ((1.5 * tileY) * tileHeightHalf) + tileHeightHalf; if (tileY % 2 === 0) { if (staggerIndex === 'odd') { x -= tileWidthHalf; } else { x += tileWidthHalf; } } } else if ((staggerAxis === 'x') && (staggerIndex === 'odd')) { x = worldX + ((1.5 * tileX) * tileWidthHalf) + tileWidthHalf; y = worldY + (tileHeight * tileX) + tileHeight; if (tileX % 2 === 0) { if (staggerIndex === 'odd') { y -= tileHeightHalf; } else { y += tileHeightHalf; } } } return point.set(x, y); }; module.exports = HexagonalTileToWorldXY;