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 CheckIsoBounds = require('./CheckIsoBounds');
/**
* Returns the tiles in the given layer that are within the cameras viewport. This is used internally.
*
* @function Phaser.Tilemaps.Components.IsometricCullTiles
* @since 3.50.0
*
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to run the cull check against.
* @param {array} [outputArray] - An optional array to store the Tile objects within.
* @param {number} [renderOrder=0] - The rendering order constant.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
var IsometricCullTiles = function (layer, camera, outputArray, renderOrder)
{
if (outputArray === undefined) { outputArray = []; }
if (renderOrder === undefined) { renderOrder = 0; }
outputArray.length = 0;
var tilemapLayer = layer.tilemapLayer;
var mapData = layer.data;
var mapWidth = layer.width;
var mapHeight = layer.height;
var skipCull = tilemapLayer.skipCull;
var drawLeft = 0;
var drawRight = mapWidth;
var drawTop = 0;
var drawBottom = mapHeight;
var x;
var y;
var tile;
if (renderOrder === 0)
{
// right-down
for (y = drawTop; y < drawBottom; y++)
{
for (x = drawLeft; x < drawRight; x++)
{
tile = mapData[y][x];
if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0)
{
continue;
}
if (!skipCull && !CheckIsoBounds(x, y, layer, camera))
{
continue;
}
outputArray.push(tile);
}
}
}
else if (renderOrder === 1)
{
// left-down
for (y = drawTop; y < drawBottom; y++)
{
for (x = drawRight; x >= drawLeft; x--)
{
tile = mapData[y][x];
if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0)
{
continue;
}
if (!skipCull && !CheckIsoBounds(x, y, layer, camera))
{
continue;
}
outputArray.push(tile);
}
}
}
else if (renderOrder === 2)
{
// right-up
for (y = drawBottom; y >= drawTop; y--)
{
for (x = drawLeft; x < drawRight; x++)
{
tile = mapData[y][x];
if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0)
{
continue;
}
if (!skipCull && !CheckIsoBounds(x, y, layer, camera))
{
continue;
}
outputArray.push(tile);
}
}
}
else if (renderOrder === 3)
{
// left-up
for (y = drawBottom; y >= drawTop; y--)
{
for (x = drawRight; x >= drawLeft; x--)
{
tile = mapData[y][x];
if (!tile || tile.index === -1 || !tile.visible || tile.alpha === 0)
{
continue;
}
if (!skipCull && !CheckIsoBounds(x, y, layer, camera))
{
continue;
}
outputArray.push(tile);
}
}
}
tilemapLayer.tilesDrawn = outputArray.length;
tilemapLayer.tilesTotal = mapWidth * mapHeight;
return outputArray;
};
module.exports = IsometricCullTiles;