Merge pull request #4627 from samme/fix/createFromObjects

Fix unused scene argument in Tilemap#createFromObjects()
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Richard Davey 2019-07-02 12:18:01 +01:00 committed by GitHub
commit 0ddc307bfd
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@ -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.