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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 world XY coordinates (pixels) to hexagonal tile XY coordinates (tile units), 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.HexagonalWorldToTileXY * @since 3.50.0 * * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles. * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles. * @param {boolean} snapToFloor - Whether or not to round the tile coordinates down to the nearest integer. * @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 tile units. */ var HexagonalWorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer) { if (!point) { point = new Vector2(); } var tileWidth = layer.baseTileWidth; var tileHeight = layer.baseTileHeight; var tilemapLayer = layer.tilemapLayer; if (tilemapLayer) { if (!camera) { camera = tilemapLayer.scene.cameras.main; } // Find the world position relative to the static or dynamic layer's top left origin, // factoring in the camera's vertical scroll worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX)); worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY)); tileWidth *= tilemapLayer.scaleX; tileHeight *= tilemapLayer.scaleY; } // Hard-coded orientation values for Pointy-Top Hexagons only var b0 = 0.5773502691896257; // Math.sqrt(3) / 3 var b1 = -0.3333333333333333; // -1 / 3 var b2 = 0; var b3 = 0.6666666666666666; // 2 / 3 // origin var tileWidthHalf = tileWidth / 2; var tileHeightHalf = tileHeight / 2; var px; var py; var q; var r; var s; // size if (layer.staggerAxis === 'y') { // x = b0 * tileWidth // y = tileHeightHalf px = (worldX - tileWidthHalf) / (b0 * tileWidth); py = (worldY - tileHeightHalf) / tileHeightHalf; q = b0 * px + b1 * py; r = b2 * px + b3 * py; } else { // x = tileWidthHalf // y = b0 * tileHeight px = (worldX - tileWidthHalf) / tileWidthHalf; py = (worldY - tileHeightHalf) / (b0 * tileHeight); q = b1 * px + b0 * py; r = b3 * px + b2 * py; } s = -q - r; var qi = Math.round(q); var ri = Math.round(r); var si = Math.round(s); var qDiff = Math.abs(qi - q); var rDiff = Math.abs(ri - r); var sDiff = Math.abs(si - s); if (qDiff > rDiff && qDiff > sDiff) { qi = -ri - si; } else if (rDiff > sDiff) { ri = -qi - si; } var x; var y = ri; if (layer.staggerIndex === 'odd') { x = (y % 2 === 0) ? (ri / 2) + qi : (ri / 2) + qi - 0.5; } else { x = (y % 2 === 0) ? (ri / 2) + qi : (ri / 2) + qi + 0.5; } return point.set(x, y); }; module.exports = HexagonalWorldToTileXY;