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Updated jsdocs
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src/tilemaps/Tilemap.js

Lines changed: 81 additions & 7 deletions
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@@ -2067,82 +2067,156 @@ var Tilemap = new Class({
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},
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/**
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* Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the
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* layers position, scale and scroll. This will return a new Vector2 object or update the given
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* `point` object.
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*
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* If no layer specified, the maps current layer is used.
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*
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* @method Phaser.Tilemaps.Tilemap#removeTileAtWorldXY
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* @method Phaser.Tilemaps.Tilemap#tileToWorldXY
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* @since 3.0.0
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*
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* @return {Vector2|null} Returns a point, or null if the layer given was invalid.
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* @param {integer} tileX - [description]
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* @param {integer} tileY - [description]
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* @param {Phaser.Math.Vector2} [point] - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
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* @param {Phaser.Tilemaps.LayerData} layer - [description]
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*
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* @return {Phaser.Math.Vector2|null} Returns a point, or null if the layer given was invalid.
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*/
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tileToWorldXY: function (tileX, tileY, point, camera, layer)
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{
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layer = this.getLayer(layer);
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if (layer === null) { return null; }
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return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, layer);
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},
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/**
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* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
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* specified layer. Each tile will receive a new index. New indexes are drawn from the given
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* weightedIndexes array. An example weighted array:
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*
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* [
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* { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8
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* { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8
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* { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8
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* { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8
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* ]
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*
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* The probability of any index being choose is (the index's weight) / (sum of all weights). This
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* method only modifies tile indexes and does not change collision information.
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*
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* If no layer specified, the map's current layer is used. This
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* cannot be applied to StaticTilemapLayers.
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*
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* @method Phaser.Tilemaps.Tilemap#removeTileAtWorldXY
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* @method Phaser.Tilemaps.Tilemap#weightedRandomize
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* @since 3.0.0
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*
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* @param {integer} [tileX=0] - [description]
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* @param {integer} [tileY=0] - [description]
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* @param {integer} [width=max width based on tileX] - [description]
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* @param {integer} [height=max height based on tileY] - [description]
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* @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during
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* randomization. They should be in the form: { index: 0, weight: 4 } or
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* { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.
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* @param {Phaser.Tilemaps.LayerData} layer - [description]
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*
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* @returns {Phaser.Tilemaps.Tilemap|null} Return this Tilemap object, or null if the layer given was invalid.
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*/
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weightedRandomize: function (tileX, tileY, width, height, weightedIndexes, layer)
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{
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layer = this.getLayer(layer);
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if (this._isStaticCall(layer, 'weightedRandomize')) { return this; }
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if (layer !== null)
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{
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TilemapComponents.WeightedRandomize(tileX, tileY, width, height, weightedIndexes, layer);
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}
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return this;
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},
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/**
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* Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the
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* layers position, scale and scroll.
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*
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* If no layer specified, the maps current layer is used.
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*
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* @method Phaser.Tilemaps.Tilemap#removeTileAtWorldXY
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* @method Phaser.Tilemaps.Tilemap#worldToTileX
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* @since 3.0.0
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*
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* @param {number} worldX - [description]
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* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the
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* nearest integer.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
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* @param {Phaser.Tilemaps.LayerData} layer - [description]
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*
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* @return {number|null} Returns a number, or null if the layer given was invalid.
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*/
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worldToTileX: function (worldX, snapToFloor, camera, layer)
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{
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layer = this.getLayer(layer);
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if (layer === null) { return null; }
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return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, layer);
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},
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/**
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* Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the
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* layers position, scale and scroll.
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*
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* If no layer specified, the maps current layer is used.
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*
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* @method Phaser.Tilemaps.Tilemap#removeTileAtWorldXY
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* @method Phaser.Tilemaps.Tilemap#worldToTileY
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* @since 3.0.0
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*
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* @param {number} worldY - [description]
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* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the
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* nearest integer.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
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* @param {Phaser.Tilemaps.LayerData} layer - [description]
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*
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* @return {number|null} Returns a number, or null if the layer given was invalid.
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*/
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worldToTileY: function (worldY, snapToFloor, camera, layer)
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{
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layer = this.getLayer(layer);
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if (layer === null) { return null; }
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return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, layer);
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},
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/**
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* Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the
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* layers position, scale and scroll. This will return a new Vector2 object or update the given
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* `point` object.
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*
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* If no layer specified, the maps current layer is used.
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*
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* @method Phaser.Tilemaps.Tilemap#removeTileAtWorldXY
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* @method Phaser.Tilemaps.Tilemap#worldToTileXY
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* @since 3.0.0
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*
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* @return {Vector2|null} Returns a point, or null if the layer given was invalid.
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* @param {number} worldX - [description]
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* @param {number} worldY - [description]
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* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the
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* nearest integer.
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* @param {Phaser.Math.Vector2} [point] - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
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* @param {Phaser.Tilemaps.LayerData} layer - [description]
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*
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* @return {Phaser.Math.Vector2|null} Returns a point, or null if the layer given was invalid.
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*/
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worldToTileXY: function (worldX, worldY, snapToFloor, point, camera, layer)
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{
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layer = this.getLayer(layer);
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if (layer === null) { return null; }
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return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer);
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},
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