local Map = {} local framework -- https://github.com/stevedonovan/Penlight/blob/master/lua/pl/path.lua#L286 local function formatPath(path) local np_gen1,np_gen2 = '[^SEP]+SEP%.%.SEP?','SEP+%.?SEP' local np_pat1, np_pat2 = np_gen1:gsub('SEP','/'), np_gen2:gsub('SEP','/') local k repeat -- /./ -> / path,k = path:gsub(np_pat2,'/') until k == 0 repeat -- A/../ -> (empty) path,k = path:gsub(np_pat1,'') until k == 0 if path == '' then path = '.' end return path end local function rotateVertex(v, x, y, cos, sin) local vertex = { x = v.x, y = v.y, } vertex.x = vertex.x - x vertex.y = vertex.y - y local vx = cos * vertex.x - sin * vertex.y local vy = sin * vertex.x + cos * vertex.y return vx + x, vy + y end local function convertEllipseToPolygon(x, y, w, h, max_segments) local function calc_segments(segments) local function vdist(a, b) local c = { x = a.x - b.x, y = a.y - b.y, } return c.x * c.x + c.y * c.y end segments = segments or 64 local vertices = {} local v = { 1, 2, math.ceil(segments/4-1), math.ceil(segments/4) } local m if framework.getMeter then m = framework.getMeter() else m = self.tilewidth + self.tileheight / 2 end for _, i in ipairs(v) do local angle = (i / segments) * math.pi * 2 local px = x + w / 2 + math.cos(angle) * w / 2 local py = y + h / 2 + math.sin(angle) * h / 2 table.insert(vertices, { x = px / m, y = py / m }) end local dist1 = vdist(vertices[1], vertices[2]) local dist2 = vdist(vertices[3], vertices[4]) -- Box2D hard-coded threshold if dist1 < 0.0025 or dist2 < 0.0025 then return calc_segments(segments-2) end return segments end local segments = calc_segments(max_segments) local vertices = {} table.insert(vertices, { x = x + w / 2, y = y + h / 2 }) for i=0, segments do local angle = (i / segments) * math.pi * 2 local px = x + w / 2 + math.cos(angle) * w / 2 local py = y + h / 2 + math.sin(angle) * h / 2 table.insert(vertices, { x = px, y = py }) end return vertices end function Map:init(path, fw) framework = fw self.canvas = framework:newCanvas() self.tiles = {} self.tileInstances = {} self.drawRange = { sx = 1, sy = 1, ex = self.width, ey = self.height, } -- Set tiles, images local gid = 1 for i, tileset in ipairs(self.tilesets) do local image = formatPath(path .. tileset.image) tileset.image = framework.newImage(image) gid = self:setTiles(i, tileset, gid) end -- Set layers for i, layer in ipairs(self.layers) do self:setLayer(layer, path) end end function Map:initWorldCollision(world) assert(framework.newBody, "To use the built-in collision system, please enable the physics module.") local body = framework.newBody(world) local collision = { body = body, } local function addObjectToWorld(objshape, vertices) local shape if objshape == "polyline" then shape = framework.newChainShape(false, unpack(vertices)) else shape = framework.newPolygonShape(unpack(vertices)) end local fixture = framework.newFixture(body, shape) local obj = { shape = shape, fixture = fixture, } table.insert(collision, obj) end local function getPolygonVertices(object, tile, precalc) local ox, oy = 0, 0 if not precalc then ox = object.x oy = object.y end local vertices = {} for _, vertex in ipairs(object.polygon) do table.insert(vertices, tile.x + ox + vertex.x) table.insert(vertices, tile.y + oy + vertex.y) end return vertices end local function calculateObjectPosition(object, tile) local o = { shape = object.shape, x = object.x, y = object.y, w = object.width, h = object.height, polygon = object.polygon or object.polyline or object.ellipse or object.rectangle } local t = tile or { x=0, y=0 } if o.shape == "rectangle" then o.r = object.rotation or 0 local cos = math.cos(math.rad(o.r)) local sin = math.sin(math.rad(o.r)) if object.gid then local tileset = self.tiles[object.gid].tileset local lid = object.gid - self.tilesets[tileset].firstgid local tile = {} -- This fixes a height issue o.y = o.y + self.tiles[object.gid].offset.y for _, t in ipairs(self.tilesets[tileset].tiles) do if t.id == lid then tile = t break end end if tile.objectGroup then for _, obj in ipairs(tile.objectGroup.objects) do -- Every object in the tile calculateObjectPosition(obj, object) end return else o.w = self.tiles[object.gid].width o.h = self.tiles[object.gid].height end end o.polygon = { { x=o.x, y=o.y }, { x=o.x + o.w, y=o.y }, { x=o.x + o.w, y=o.y + o.h }, { x=o.x, y=o.y + o.h }, } for _, vertex in ipairs(o.polygon) do if self.orientation == "isometric" then vertex.x, vertex.y = self:convertIsometricToScreen(vertex.x, vertex.y) end vertex.x, vertex.y = rotateVertex(vertex, o.x, o.y, cos, sin) end local vertices = getPolygonVertices(o, t, true) addObjectToWorld(o.shape, vertices) elseif o.shape == "ellipse" then if not o.polygon then o.polygon = convertEllipseToPolygon(o.x, o.y, o.w, o.h) end local vertices = getPolygonVertices(o, t, true) local triangles = framework.triangulate(vertices) for _, triangle in ipairs(triangles) do addObjectToWorld(o.shape, triangle) end elseif o.shape == "polygon" then local precalc = false if not t.gid then precalc = true end local vertices = getPolygonVertices(o, t, precalc) local triangles = framework.triangulate(vertices) for _, triangle in ipairs(triangles) do addObjectToWorld(o.shape, triangle) end elseif o.shape == "polyline" then local precalc = false if not t.gid then precalc = true end local vertices = getPolygonVertices(o, t, precalc) addObjectToWorld(o.shape, vertices) end end for _, tileset in ipairs(self.tilesets) do for _, tile in ipairs(tileset.tiles) do local gid = tileset.firstgid + tile.id if tile.objectGroup then if self.tileInstances[gid] then for _, instance in ipairs(self.tileInstances[gid]) do for _, object in ipairs(tile.objectGroup.objects) do -- Every object in every instance of a tile calculateObjectPosition(object, instance) end end end elseif tile.properties.collidable == "true" then for _, instance in ipairs(self.tileInstances[gid]) do -- Every instance of a tile local object = { shape = "rectangle", x = 0, y = 0, width = tileset.tilewidth, height = tileset.tileheight, } calculateObjectPosition(object, instance) end end end end for _, layer in ipairs(self.layers) do if layer.properties.collidable == "true" then -- Entire layer if layer.type == "tilelayer" then for y, tiles in ipairs(layer.data) do for x, tile in pairs(tiles) do local object = { shape = "rectangle", x = x * self.width + tile.offset.x, y = y * self.height + tile.offset.y, width = tile.width, height = tile.height, } calculateObjectPosition(object) end end elseif layer.type == "objectgroup" then for _, object in ipairs(layer.objects) do calculateObjectPosition(object) end elseif layer.type == "imagelayer" then local object = { shape = "rectangle", x = layer.x or 0, y = layer.y or 0, width = layer.width, height = layer.height, } calculateObjectPosition(object) end end if layer.type == "objectgroup" then for _, object in ipairs(layer.objects) do if object.properties.collidable == "true" then -- Individual objects calculateObjectPosition(object) end end end end return collision end function Map:setTiles(index, tileset, gid) local function getTiles(i, t, m, s) i = i - m local n = 0 while i >= t do i = i - t if n ~= 0 then i = i - s end if i >= 0 then n = n + 1 end end return n end local quad = framework.newQuad local mw = self.tilewidth local iw = tileset.imagewidth local ih = tileset.imageheight local tw = tileset.tilewidth local th = tileset.tileheight local s = tileset.spacing local m = tileset.margin local w = getTiles(iw, tw, m, s) local h = getTiles(ih, th, m, s) for y = 1, h do for x = 1, w do local id = gid - tileset.firstgid local qx = (x - 1) * tw + m + (x - 1) * s local qy = (y - 1) * th + m + (y - 1) * s local properties local terrain local animation for _, tile in pairs(tileset.tiles) do if tile.id == id then properties = tile.properties animation = tile.animation if tile.terrain then terrain = {} for i=1,#tile.terrain do terrain[i] = tileset.terrains[tile.terrain[i] + 1] end end end end local tile = { id = id, gid = gid, tileset = index, quad = quad(qx, qy, tw, th, iw, ih), properties = properties, terrain = terrain, animation = animation, frame = 1, time = 0, width = tileset.tilewidth, height = tileset.tileheight, sx = 1, sy = 1, r = 0, offset = { x = -mw + tileset.tileoffset.x, y = -th + tileset.tileoffset.y, }, } if self.orientation == "isometric" then tile.offset.x = -mw / 2 end self.tiles[gid] = tile gid = gid + 1 end end return gid end function Map:setLayer(layer, path) layer.x = layer.x or 0 layer.y = layer.y or 0 layer.update = function(dt) return end if layer.type == "tilelayer" then self:setTileData(layer) self:setSpriteBatches(layer) layer.draw = function() self:drawTileLayer(layer) end elseif layer.type == "objectgroup" then self:setObjectCoordinates(layer) self:setObjectSpriteBatches(layer) layer.draw = function() self:drawObjectLayer(layer) end elseif layer.type == "imagelayer" then layer.draw = function() self:drawImageLayer(layer) end if layer.image ~= "" then local image = formatPath(path..layer.image) layer.image = framework.newImage(image) layer.width = layer.image:getWidth() layer.height = layer.image:getHeight() end end self.layers[layer.name] = layer end function Map:setTileData(layer) local i = 1 local map = {} for y = 1, layer.height do map[y] = {} for x = 1, layer.width do local gid = layer.data[i] if gid > 0 then local tile = self.tiles[gid] if tile then map[y][x] = tile else local bit31 = 2147483648 local bit30 = 1073741824 local bit29 = 536870912 local flipX = false local flipY = false local flipD = false local realgid = gid if realgid >= bit31 then realgid = realgid - bit31 flipX = not flipX end if realgid >= bit30 then realgid = realgid - bit30 flipY = not flipY end if realgid >= bit29 then realgid = realgid - bit29 flipD = not flipD end local tile = self.tiles[realgid] local data = { id = tile.id, gid = tile.gid, tileset = tile.tileset, offset = tile.offset, quad = tile.quad, properties = tile.properties, terrain = tile.terrain, animation = tile.animation, sx = tile.sx, sy = tile.sy, r = tile.r, } if flipX then if flipY then data.sx = -1 data.sy = -1 elseif flipD then data.r = math.rad(90) else data.sx = -1 end elseif flipY then if flipD then data.r = math.rad(-90) else data.sy = -1 end elseif flipD then data.r = math.rad(90) data.sy = -1 end self.tiles[gid] = data map[y][x] = self.tiles[gid] end else map[y][x] = false end i = i + 1 end end layer.data = map end function Map:setObjectCoordinates(layer) local function updateVertex(vertex, x, y, cos, sin) if self.orientation == "isometric" then x, y = self:convertIsometricToScreen(x, y) vertex.x, vertex.y = self:convertIsometricToScreen(vertex.x, vertex.y) end return rotateVertex(vertex, x, y, cos, sin) end for _, object in ipairs(layer.objects) do local x = layer.x + object.x local y = layer.y + object.y local w = object.width local h = object.height local r = object.rotation local cos = math.cos(math.rad(r)) local sin = math.sin(math.rad(r)) if object.shape == "rectangle" then object.rectangle = {} local vertices = { { x=x, y=y }, { x=x + w, y=y }, { x=x + w, y=y + h }, { x=x, y=y + h }, } for _, vertex in ipairs(vertices) do vertex.x, vertex.y = updateVertex(vertex, x, y, cos, sin) table.insert(object.rectangle, { x = vertex.x, y = vertex.y }) end elseif object.shape == "ellipse" then object.ellipse = {} local vertices = convertEllipseToPolygon(x, y, w, h) for _, vertex in ipairs(vertices) do vertex.x, vertex.y = updateVertex(vertex, x, y, cos, sin) table.insert(object.ellipse, { x = vertex.x, y = vertex.y }) end elseif object.shape == "polygon" then for _, vertex in ipairs(object.polygon) do vertex.x = x + vertex.x vertex.y = y + vertex.y vertex.x, vertex.y = updateVertex(vertex, x, y, cos, sin) end elseif object.shape == "polyline" then for _, vertex in ipairs(object.polyline) do vertex.x = x + vertex.x vertex.y = y + vertex.y vertex.x, vertex.y = updateVertex(vertex, x, y, cos, sin) end end end end function Map:setSpriteBatches(layer) local newBatch = framework.newSpriteBatch local w = framework.getWidth() local h = framework.getHeight() local tw = self.tilewidth local th = self.tileheight local bw = math.ceil(w / tw) local bh = math.ceil(h / th) -- Minimum of 400 tiles per batch if bw < 20 then bw = 20 end if bh < 20 then bh = 20 end local size = bw * bh local batches = { width = bw, height = bh, data = {}, } for y = 1, layer.height do local by = math.ceil(y / bh) for x = 1, layer.width do local tile = layer.data[y][x] local bx = math.ceil(x / bw) local id if tile then local ts = tile.tileset local image = self.tilesets[tile.tileset].image batches.data[ts] = batches.data[ts] or {} batches.data[ts][by] = batches.data[ts][by] or {} batches.data[ts][by][bx] = batches.data[ts][by][bx] or newBatch(image, size) local batch = batches.data[ts][by][bx] local tx, ty if self.orientation == "orthogonal" then tx = x * tw + tile.offset.x ty = y * th + tile.offset.y -- Compensation for scale/rotation shift if tile.sx < 0 then tx = tx + tw end if tile.sy < 0 then ty = ty + th end if tile.r > 0 then tx = tx + tw end if tile.r < 0 then ty = ty + th end elseif self.orientation == "isometric" then tx = (x - y) * (tw / 2) + tile.offset.x + layer.width * tw / 2 ty = (x + y) * (th / 2) + tile.offset.y elseif self.orientation == "staggered" then if y % 2 == 0 then tx = x * tw + tw / 2 + tile.offset.x else tx = x * tw + tile.offset.x end ty = y * th / 2 + tile.offset.y + th / 2 end id = batch:add(tile.quad, tx, ty, tile.r, tile.sx, tile.sy) self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {} table.insert(self.tileInstances[tile.gid], { batch=batch, id=id, gid=tile.gid, x=tx, y=ty }) end end end layer.batches = batches end function Map:setObjectSpriteBatches(layer) local newBatch = framework.newSpriteBatch local tw = self.tilewidth local th = self.tileheight local batches = { } for _, object in ipairs(layer.objects) do if object.gid then local tile = self.tiles[object.gid] local ts = tile.tileset local image = self.tilesets[tile.tileset].image batches[ts] = batches[ts] or newBatch(image, 100) local batch = batches[ts] local tx = object.x + tw + tile.offset.x local ty = object.y + tile.offset.y -- Compensation for scale/rotation shift if tile.sx < 0 then tx = tx + tw end if tile.sy < 0 then ty = ty + th end if tile.r > 0 then tx = tx + tw end if tile.r < 0 then ty = ty + th end id = batch:add(tile.quad, tx, ty, tile.r, tile.sx, tile.sy) self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {} table.insert(self.tileInstances[tile.gid], { batch=batch, id=id, gid=tile.gid, x=tx, y=ty }) end end layer.batches = batches end function Map:setDrawRange(tx, ty, w, h) tx = -tx ty = -ty local tw, th = self.tilewidth, self.tileheight local sx, sy, ex, ey if self.orientation == "orthogonal" then sx = math.ceil(tx / tw) sy = math.ceil(ty / th) ex = math.ceil(sx + w / tw) ey = math.ceil(sy + h / th) elseif self.orientation == "isometric" then sx = math.ceil(((ty / (th / 2)) + (tx / (tw / 2))) / 2) sy = math.ceil(((ty / (th / 2)) - (tx / (tw / 2))) / 2 - h / th) ex = math.ceil(sx + (h / th) + (w / tw)) ey = math.ceil(sy + (h / th) * 2 + (w / tw)) elseif self.orientation == "staggered" then sx = math.ceil(tx / tw - 1) sy = math.ceil(ty / th) ex = math.ceil(sx + w / tw + 1) ey = math.ceil(sy + h / th * 2) end self.drawRange = { sx = sx, sy = sy, ex = ex, ey = ey, } end function Map:addCustomLayer(name, index) local layer = { type = "customlayer", name = name, visible = true, opacity = 1, properties = {}, } function layer:draw() return end function layer:update(dt) return end table.insert(self.layers, index, layer) self.layers[name] = self.layers[index] return layer end function Map:convertToCustomLayer(index) local layer = assert(self.layers[index], "Layer not found: " .. index) layer.type = "customlayer" layer.x = nil layer.y = nil layer.width = nil layer.height = nil layer.encoding = nil layer.data = nil layer.objects = nil layer.image = nil function layer:draw() return end function layer:update(dt) return end end function Map:removeLayer(index) local layer = assert(self.layers[index], "Layer not found: " .. index) if type(index) == "string" then for i, layer in ipairs(self.layers) do if layer.name == index then table.remove(self.layers, i) self.layers[index] = nil break end end else local name = self.layers[index].name table.remove(self.layers, index) self.layers[name] = nil end end function Map:update(dt) for gid, tile in pairs( self.tiles ) do local update local t if tile.animation then update = false tile.time = tile.time + dt * 1000 while tile.time > tonumber(tile.animation[tile.frame].duration) do tile.time = tile.time - tonumber(tile.animation[tile.frame].duration) tile.frame = tile.frame + 1 if tile.frame > #tile.animation then tile.frame = 1 end update = true end if update == true and self.tileInstances[gid] ~= nil then for _, j in pairs(self.tileInstances[gid]) do t = self.tiles[tile.animation[tile.frame].tileid + self.tilesets[tile.tileset].firstgid] j.batch:set( j.id, t.quad, j.x, j.y, 0 ) end end end end for _, layer in ipairs(self.layers) do layer:update(dt) end end function Map:draw(sx, sy) local current_canvas = framework.getCanvas() framework.setCanvas(self.canvas) self.canvas:clear() for _, layer in ipairs(self.layers) do if layer.visible and layer.opacity > 0 then self:drawLayer(layer) end end framework.setCanvas(current_canvas) framework.push() framework.origin() framework.draw(self.canvas, 0, 0, 0, sx, sy) framework.pop() end function Map:drawLayer(layer) framework.setColor(255, 255, 255, 255 * layer.opacity) layer:draw() framework.setColor(255, 255, 255, 255) end function Map:drawTileLayer(layer) if type(layer) == "string" or type(layer) == "number" then layer = self.layers[layer] end assert(layer.type == "tilelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: tilelayer") local bw = layer.batches.width local bh = layer.batches.height local sx = math.ceil((self.drawRange.sx - layer.x / self.tilewidth - 1) / bw) local sy = math.ceil((self.drawRange.sy - layer.y / self.tileheight - 1) / bh) local ex = math.ceil((self.drawRange.ex - layer.x / self.tilewidth + 1) / bw) local ey = math.ceil((self.drawRange.ey - layer.y / self.tileheight + 1) / bh) local mx = math.ceil(self.width / bw) local my = math.ceil(self.height / bh) for by=sy, ey do for bx=sx, ex do if bx >= 1 and bx <= mx and by >= 1 and by <= my then for _, batches in pairs(layer.batches.data) do local batch = batches[by] and batches[by][bx] if batch then framework.draw(batch, math.floor(layer.x), math.floor(layer.y)) end end end end end end function Map:drawObjectLayer(layer) if type(layer) == "string" or type(layer) == "number" then layer = self.layers[layer] end assert(layer.type == "objectgroup", "Invalid layer type: " .. layer.type .. ". Layer must be of type: objectgroup") local line = { 160, 160, 160, 255 * layer.opacity } local fill = { 160, 160, 160, 255 * layer.opacity * 0.2 } local shadow = { 0, 0, 0, 255 * layer.opacity } local reset = { 255, 255, 255, 255 * layer.opacity } local function sortVertices(obj) local vertices = {{},{}} for _, vertex in ipairs(obj) do table.insert(vertices[1], vertex.x) table.insert(vertices[1], vertex.y) table.insert(vertices[2], vertex.x+1) table.insert(vertices[2], vertex.y+1) end return vertices end local function drawShape(obj, shape) local vertices = sortVertices(obj) if shape == "polyline" then framework.setColor(shadow) framework.line(vertices[2]) framework.setColor(line) framework.line(vertices[1]) return elseif shape == "polygon" then framework.setColor(fill) if not framework.isConvex(vertices[1]) then local triangles = framework.triangulate(vertices[1]) for _, triangle in ipairs(triangles) do framework.polygon("fill", triangle) end else framework.polygon("fill", vertices[1]) end else framework.setColor(fill) framework.polygon("fill", vertices[1]) end framework.setColor(shadow) framework.polygon("line", vertices[2]) framework.setColor(line) framework.polygon("line", vertices[1]) end for _, object in ipairs(layer.objects) do if object.shape == "rectangle" then drawShape(object.rectangle, "rectangle") elseif object.shape == "ellipse" then drawShape(object.ellipse, "ellipse") elseif object.shape == "polygon" then drawShape(object.polygon, "polygon") elseif object.shape == "polyline" then drawShape(object.polyline, "polyline") end end framework.setColor(reset) for _, batch in pairs(layer.batches) do framework.draw(batch, 0, 0) end end function Map:drawImageLayer(layer) if type(layer) == "string" or type(layer) == "number" then layer = self.layers[layer] end assert(layer.type == "imagelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: imagelayer") if layer.image ~= "" then framework.draw(layer.image, layer.x, layer.y) end end function Map:drawWorldCollision(collision) for _, obj in ipairs(collision) do framework.polygon("line", collision.body:getWorldPoints(obj.shape:getPoints())) end end function Map:resize(w, h) self.canvas = framework:newCanvas(w, h) end function Map:convertIsometricToScreen(x, y) local mw = self.width local tw, th = self.tilewidth, self.tileheight local ox = mw * tw / 2 local sx = (x - y) + ox local sy = (x + y) / 2 return sx, sy end function Map:convertScreenToIsometric(x, y) local mw, mh = self.width, self.height local tw, th = self.tilewidth, self.tileheight local ox = mw * tw / 2 local oy = mh * th / 2 local tx = (x / 2 + y) - ox / 2 local ty = (-x / 2 + y) + oy return tx, ty end function Map:convertTileToScreen(x, y) local tw, th = self.tilewidth, self.tileheight local sx = x * tw local sy = y * th return sx, sy end function Map:convertScreenToTile(x, y) local tw, th = self.tilewidth, self.tileheight local tx = x / tw local ty = y / th return tx, ty end function Map:convertIsometricTileToScreen(x, y) local mw = self.width local tw, th = self.tilewidth, self.tileheight local ox = mw * tw / 2 local sx = (x - y) * tw / 2 + ox local sy = (x + y) * th / 2 return sx, sy end function Map:convertScreenToIsometricTile(x, y) local mw = self.width local tw, th = self.tilewidth, self.tileheight local ox = mw * tw / 2 local tx = y / th + (x - ox) / tw local ty = y / th - (x - ox) / tw return tx, ty end function Map:convertStaggeredTileToScreen(x, y) local tw, th = self.tilewidth, self.tileheight local sx = x * tw + math.abs(math.ceil(y) % 2) * (tw / 2) - (math.ceil(y) % 2 * tw/2) local sy = y * (th / 2) + th/2 return sx, sy end function Map:convertScreenToStaggeredTile(x, y) local function topLeft(x, y) if (math.ceil(y) % 2) then return x, y - 1 else return x - 1, y - 1 end end local function topRight(x, y) if (math.ceil(y) % 2) then return x + 1, y - 1 else return x, y - 1 end end local function bottomLeft(x, y) if (math.ceil(y) % 2) then return x, y + 1 else return x - 1, y + 1 end end local function bottomRight(x, y) if (math.ceil(y) % 2) then return x + 1, y + 1 else return x, y + 1 end end local tw, th = self.tilewidth, self.tileheight local hh = th / 2 local ratio = th / tw local tx = x / tw local ty = y / th * 2 local ctx = math.ceil(x / tw) local cty = math.ceil(y / th) * 2 local rx = x - ctx * tw local ry = y - (cty / 2) * th if (hh - rx * ratio > ry) then return topLeft(tx, ty) elseif (-hh + rx * ratio > ry) then return topRight(tx, ty) elseif (hh + rx * ratio < ry) then return bottomLeft(tx, ty) elseif (hh * 3 - rx * ratio < ry) then return bottomRight(tx, ty) end return tx, ty end return Map