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 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;