Better variable namings

This commit is contained in:
2025-01-09 15:58:02 +01:00
parent 03fef60621
commit 7546116878
11 changed files with 301 additions and 139 deletions

View File

@ -9,50 +9,50 @@ import TilemapLayer = Phaser.Tilemaps.TilemapLayer
import Tileset = Phaser.Tilemaps.Tileset
import Tile = Phaser.Tilemaps.Tile
export function getTile(layer: TilemapLayer | Tilemap, x: number, y: number): Tile | undefined {
const tile = layer.getTileAtWorldXY(x, y)
export function getTile(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): Tile | undefined {
const tile = layer.getTileAtWorldXY(positionX, positionY)
if (!tile) return undefined
return tile
}
export function tileToWorldXY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number) {
const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
export function tileToWorldXY(layer: TilemapLayer | Tilemap, positionX: number, positionY: number) {
const worldPoint = layer.tileToWorldXY(positionX, positionY)
if (!worldPoint) return { positionX: 0, positionY: 0 }
const positionX = worldPoint.x + config.tile_size.y
const positionY = worldPoint.y
const worldPositionX = worldPoint.x + config.tile_size.height
const worldPositionY = worldPoint.y
return { positionX, positionY }
return { worldPositionX, worldPositionY }
}
export function tileToWorldX(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number {
const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
export function tileToWorldX(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): number {
const worldPoint = layer.tileToWorldXY(positionX, positionY)
if (!worldPoint) return 0
return worldPoint.x + config.tile_size.x / 2
return worldPoint.x + config.tile_size.width / 2
}
export function tileToWorldY(layer: TilemapLayer | Tilemap, pos_x: number, pos_y: number): number {
const worldPoint = layer.tileToWorldXY(pos_x, pos_y)
export function tileToWorldY(layer: TilemapLayer | Tilemap, positionX: number, positionY: number): number {
const worldPoint = layer.tileToWorldXY(positionX, positionY)
if (!worldPoint) return 0
return worldPoint.y + config.tile_size.y * 1.5
return worldPoint.y + config.tile_size.height * 1.5
}
/**
* Can also be used to replace tiles
* @param map
* @param layer
* @param x
* @param y
* @param positionX
* @param positionY
* @param tileName
*/
export function placeTile(map: Tilemap, layer: TilemapLayer, x: number, y: number, tileName: string) {
export function placeTile(map: Tilemap, layer: TilemapLayer, positionX: number, positionY: number, tileName: string) {
let tileImg = map.getTileset(tileName) as Tileset
if (!tileImg) {
tileImg = map.getTileset('blank_tile') as Tileset
}
layer.putTileAt(tileImg.firstgid, x, y)
layer.putTileAt(tileImg.firstgid, positionX, positionY)
}
export function setLayerTiles(map: Tilemap, layer: TilemapLayer, tiles: string[][]) {
@ -69,12 +69,12 @@ export function createTileArray(width: number, height: number, tile: string = 'b
return Array.from({ length: height }, () => Array.from({ length: width }, () => tile))
}
export const calculateIsometricDepth = (x: number, y: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
const baseDepth = x + y
export const calculateIsometricDepth = (positionX: number, positionY: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
const baseDepth = positionX + positionY
if (isCharacter) {
return baseDepth // @TODO: Fix collision, this is a hack
}
return baseDepth + (width + height) / (2 * config.tile_size.x)
return baseDepth + (width + height) / (2 * config.tile_size.width)
}
export function FlattenMapArray(tiles: string[][]) {