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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} */ /** * Converts from world Y coordinates (pixels) to staggered tile Y coordinates (tile units), factoring in the * layers position, scale and scroll. * * @function Phaser.Tilemaps.Components.StaggeredWorldToTileY * @since 3.50.0 * * @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.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 {number} The Y location in tile units. */ var StaggeredWorldToTileY = function (worldY, snapToFloor, camera, layer) { 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; } return (snapToFloor) ? Math.floor(worldY / (tileHeight / 2)) : worldY / (tileHeight / 2); }; module.exports = StaggeredWorldToTileY;