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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 staggered 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.StaggeredWorldToTileXY * @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 coordinate 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 StaggeredWorldToTileXY = 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 worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY)); tileHeight *= tilemapLayer.scaleY; // Find the world position relative to the static or dynamic layer's top left origin, // factoring in the camera's horizontal scroll worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX)); tileWidth *= tilemapLayer.scaleX; } var y = (snapToFloor) ? Math.floor((worldY / (tileHeight / 2))) : (worldY / (tileHeight / 2)); var x = (snapToFloor) ? Math.floor((worldX + (y % 2) * 0.5 * tileWidth) / tileWidth) : (worldX + (y % 2) * 0.5 * tileWidth) / tileWidth; return point.set(x, y); }; module.exports = StaggeredWorldToTileXY;