StaggeredWorldToTileY = 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;
    }

    return (snapToFloor) ? Math.floor(worldY / (tileHeight / 2)) : worldY / (tileHeight / 2);
}
Converts from world Y coordinates (pixels) to staggered tile Y coordinates (tile units), factoring in the
layers position, scale and scroll.

@function Phaser.Tilemaps.Components.StaggeredWorldToTileY
@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.