text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2020 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  /**
   * Converts from world Y coordinates (pixels) to hexagonal tile Y coordinates (tile units), factoring in the
   * layers position, scale and scroll.
   *
   * @function Phaser.Tilemaps.Components.HexagonalWorldToTileY
   * @since 3.50.0
   *
   * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
   * @param {boolean} snapToFloor - Whether or not to round the tile coordinate down to the nearest integer.
   * @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 {number} The Y location in tile units.
   */
  var HexagonalWorldToTileY = function (worldY, snapToFloor, camera, layer)
  {
      var tileHeight = layer.baseTileHeight;
      var tilemapLayer = layer.tilemapLayer;
  
      if (tilemapLayer)
      {
          if (!camera) { camera = tilemapLayer.scene.cameras.main; }
  
          //  Find the world position relative to the static or dynamic layer's top left origin,
          //  factoring in the camera's vertical scroll
  
          worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
  
          tileHeight *= tilemapLayer.scaleY;
      }
  
      var len = layer.hexSideLength;
  
      var rowHeight = ((tileHeight - len) / 2 + len);
  
      return (snapToFloor) ? Math.floor(worldY / rowHeight) : worldY / rowHeight;
  };
  
  module.exports = HexagonalWorldToTileY;
  