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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 GetTilesWithin = require('./GetTilesWithin'); var MATH = require('../../math'); /** * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the * specified layer. Each tile will receive a new index. New indexes are drawn from the given * weightedIndexes array. An example weighted array: * * [ * { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 * { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 * { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 * { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 * ] * * The probability of any index being choose is (the index's weight) / (sum of all weights). This * method only modifies tile indexes and does not change collision information. * * @function Phaser.Tilemaps.Components.WeightedRandomize * @since 3.0.0 * * @param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} width - How many tiles wide from the `tileX` index the area will be. * @param {number} height - How many tiles tall from the `tileY` index the area will be. * @param {object[]} weightedIndexes - An array of objects to randomly draw from during * randomization. They should be in the form: { index: 0, weight: 4 } or * { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. */ var WeightedRandomize = function (tileX, tileY, width, height, weightedIndexes, layer) { if (!weightedIndexes) { return; } var i; var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer); var weightTotal = 0; for (i = 0; i < weightedIndexes.length; i++) { weightTotal += weightedIndexes[i].weight; } if (weightTotal <= 0) { return; } for (i = 0; i < tiles.length; i++) { var rand = MATH.RND.frac() * weightTotal; var sum = 0; var randomIndex = -1; for (var j = 0; j < weightedIndexes.length; j++) { sum += weightedIndexes[j].weight; if (rand <= sum) { var chosen = weightedIndexes[j].index; randomIndex = Array.isArray(chosen) ? chosen[Math.floor(MATH.RND.frac() * chosen.length)] : chosen; break; } } tiles[i].index = randomIndex; } }; module.exports = WeightedRandomize;