mirror of
https://github.com/photonstorm/phaser
synced 2024-11-15 01:17:43 +00:00
Merge pull request #4627 from samme/fix/createFromObjects
Fix unused scene argument in Tilemap#createFromObjects()
This commit is contained in:
commit
0ddc307bfd
1 changed files with 6 additions and 6 deletions
|
@ -638,7 +638,7 @@ var Tilemap = new Class({
|
|||
config.x = obj.x;
|
||||
config.y = obj.y;
|
||||
|
||||
var sprite = this.scene.make.sprite(config);
|
||||
var sprite = scene.make.sprite(config);
|
||||
|
||||
sprite.name = obj.name;
|
||||
|
||||
|
@ -1175,7 +1175,7 @@ var Tilemap = new Class({
|
|||
layer = this.getLayer(layer);
|
||||
|
||||
if (layer === null) { return null; }
|
||||
|
||||
|
||||
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, layer);
|
||||
},
|
||||
|
||||
|
@ -1547,7 +1547,7 @@ var Tilemap = new Class({
|
|||
|
||||
/**
|
||||
* Removes the given TilemapLayer from this Tilemap without destroying it.
|
||||
*
|
||||
*
|
||||
* If no layer specified, the map's current layer is used.
|
||||
*
|
||||
* @method Phaser.Tilemaps.Tilemap#removeLayer
|
||||
|
@ -1580,7 +1580,7 @@ var Tilemap = new Class({
|
|||
|
||||
/**
|
||||
* Destroys the given TilemapLayer and removes it from this Tilemap.
|
||||
*
|
||||
*
|
||||
* If no layer specified, the map's current layer is used.
|
||||
*
|
||||
* @method Phaser.Tilemaps.Tilemap#destroyLayer
|
||||
|
@ -1647,7 +1647,7 @@ var Tilemap = new Class({
|
|||
/**
|
||||
* Removes the given Tile, or an array of Tiles, from the layer to which they belong,
|
||||
* and optionally recalculates the collision information.
|
||||
*
|
||||
*
|
||||
* This cannot be applied to Tiles that belong to Static Tilemap Layers.
|
||||
*
|
||||
* @method Phaser.Tilemaps.Tilemap#removeTile
|
||||
|
@ -1775,7 +1775,7 @@ var Tilemap = new Class({
|
|||
|
||||
/**
|
||||
* Draws a debug representation of all layers within this Tilemap to the given Graphics object.
|
||||
*
|
||||
*
|
||||
* This is helpful when you want to get a quick idea of which of your tiles are colliding and which
|
||||
* have interesting faces. The tiles are drawn starting at (0, 0) in the Graphics, allowing you to
|
||||
* place the debug representation wherever you want on the screen.
|
||||
|
|
Loading…
Reference in a new issue