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 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;