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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 TileToWorldX = require('./TileToWorldX'); var TileToWorldY = require('./TileToWorldY'); var Vector2 = require('../../math/Vector2'); /** * Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), 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.TileToWorldXY * @since 3.0.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @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 world coordinates. */ var TileToWorldXY = function (tileX, tileY, point, camera, layer) { if (!point) { point = new Vector2(0, 0); } point.x = TileToWorldX(tileX, camera, layer); point.y = TileToWorldY(tileY, camera, layer); return point; }; module.exports = TileToWorldXY;