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https://github.com/photonstorm/phaser
synced 2024-12-23 03:23:42 +00:00
added isoCullDistances parameter to DynamicTilemapLayer
This commit is contained in:
parent
d7a857697f
commit
1573e25214
6 changed files with 58 additions and 7 deletions
21
dist/phaser-arcade-physics.js
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21
dist/phaser-arcade-physics.js
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@ -107097,6 +107097,7 @@ var Components = __webpack_require__(11);
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var DynamicTilemapLayerRender = __webpack_require__(1337);
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var GameObject = __webpack_require__(13);
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var TilemapComponents = __webpack_require__(136);
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var Vector2 = __webpack_require__(3);
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/**
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* @classdesc
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@ -107234,6 +107235,18 @@ var DynamicTilemapLayer = new Class({
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*/
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this.skipCull = false;
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/**
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* In isometric mode, you can control the amount of distance (in tiles, from the cameras' borders) that the Cameras before culling.
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* By default the camera will allow 1 full tile in all directions.
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*
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* However, there are some instances when you may wish to adjust this, and changing this variable allows you to do so.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#isoCullDistances
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* @type {Phaser.Math.Vector2}
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* @since 3.23.PR_svipal
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*/
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this.isoCullDistances = new Vector2(0, 0);
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/**
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* The total number of tiles drawn by the renderer in the last frame.
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*
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@ -175483,7 +175496,7 @@ var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, came
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if (indexes.indexOf(tile.index) !== -1)
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{
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var point = TileToWorldXY(tile.x,tile.y, camera, layer);
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var point = TileToWorldXY(tile.x,tile.y, undefined, camera, layer);
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spriteConfig.x = point.x;
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spriteConfig.y = point.y;
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var sprite = scene.make.sprite(spriteConfig);
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@ -175589,8 +175602,12 @@ var CullTiles = function (layer, camera, outputArray, renderOrder)
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{
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inIsoBounds = function (x,y)
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{
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var cullDistances = tilemapLayer.isoCullDistances;
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var pos = tilemapLayer.tileToWorldXY(x,y,undefined,camera);
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return (pos.x > camera.worldView.x && pos.x < camera.worldView.right - layer.tileWidth) && (pos.y > camera.worldView.y && pos.y < camera.worldView.bottom - layer.tileHeight);
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return pos.x > camera.worldView.x + tilemapLayer.scaleX * layer.tileWidth * (- cullDistances.x - 1 / 2)
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&& pos.x < camera.worldView.right + tilemapLayer.scaleX * layer.tileWidth * (cullDistances.x - 1 / 2)
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&& pos.y > camera.worldView.y + tilemapLayer.scaleY * layer.tileHeight * (- cullDistances.y - 1 / 2)
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&& pos.y < camera.worldView.bottom + tilemapLayer.scaleY * layer.tileHeight * (cullDistances.y - 1 / 2);
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};
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}
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}
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2
dist/phaser-arcade-physics.min.js
vendored
2
dist/phaser-arcade-physics.min.js
vendored
File diff suppressed because one or more lines are too long
21
dist/phaser.js
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21
dist/phaser.js
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@ -111763,6 +111763,7 @@ var Components = __webpack_require__(11);
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var DynamicTilemapLayerRender = __webpack_require__(1337);
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var GameObject = __webpack_require__(13);
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var TilemapComponents = __webpack_require__(136);
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var Vector2 = __webpack_require__(3);
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/**
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* @classdesc
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@ -111900,6 +111901,18 @@ var DynamicTilemapLayer = new Class({
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*/
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this.skipCull = false;
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/**
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* In isometric mode, you can control the amount of distance (in tiles, from the cameras' borders) that the Cameras before culling.
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* By default the camera will allow 1 full tile in all directions.
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*
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* However, there are some instances when you may wish to adjust this, and changing this variable allows you to do so.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#isoCullDistances
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* @type {Phaser.Math.Vector2}
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* @since 3.23.PR_svipal
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*/
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this.isoCullDistances = new Vector2(0, 0);
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/**
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* The total number of tiles drawn by the renderer in the last frame.
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*
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@ -183211,7 +183224,7 @@ var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, came
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if (indexes.indexOf(tile.index) !== -1)
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{
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var point = TileToWorldXY(tile.x,tile.y, camera, layer);
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var point = TileToWorldXY(tile.x,tile.y, undefined, camera, layer);
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spriteConfig.x = point.x;
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spriteConfig.y = point.y;
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var sprite = scene.make.sprite(spriteConfig);
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@ -183317,8 +183330,12 @@ var CullTiles = function (layer, camera, outputArray, renderOrder)
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{
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inIsoBounds = function (x,y)
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{
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var cullDistances = tilemapLayer.isoCullDistances;
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var pos = tilemapLayer.tileToWorldXY(x,y,undefined,camera);
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return (pos.x > camera.worldView.x && pos.x < camera.worldView.right - layer.tileWidth) && (pos.y > camera.worldView.y && pos.y < camera.worldView.bottom - layer.tileHeight);
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return pos.x > camera.worldView.x + tilemapLayer.scaleX * layer.tileWidth * (- cullDistances.x - 1 / 2)
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&& pos.x < camera.worldView.right + tilemapLayer.scaleX * layer.tileWidth * (cullDistances.x - 1 / 2)
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&& pos.y > camera.worldView.y + tilemapLayer.scaleY * layer.tileHeight * (- cullDistances.y - 1 / 2)
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&& pos.y < camera.worldView.bottom + tilemapLayer.scaleY * layer.tileHeight * (cullDistances.y - 1 / 2);
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};
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}
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}
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2
dist/phaser.min.js
vendored
2
dist/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
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@ -69,8 +69,12 @@ var CullTiles = function (layer, camera, outputArray, renderOrder)
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{
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inIsoBounds = function (x,y)
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{
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var cullDistances = tilemapLayer.isoCullDistances;
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var pos = tilemapLayer.tileToWorldXY(x,y,undefined,camera);
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return (pos.x > camera.worldView.x && pos.x < camera.worldView.right - layer.tileWidth) && (pos.y > camera.worldView.y && pos.y < camera.worldView.bottom - layer.tileHeight);
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return pos.x > camera.worldView.x + tilemapLayer.scaleX * layer.tileWidth * (- cullDistances.x - 1 / 2)
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&& pos.x < camera.worldView.right + tilemapLayer.scaleX * layer.tileWidth * (cullDistances.x - 1 / 2)
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&& pos.y > camera.worldView.y + tilemapLayer.scaleY * layer.tileHeight * (- cullDistances.y - 1 / 2)
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&& pos.y < camera.worldView.bottom + tilemapLayer.scaleY * layer.tileHeight * (cullDistances.y - 1 / 2);
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};
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}
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}
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@ -9,6 +9,7 @@ var Components = require('../../gameobjects/components');
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var DynamicTilemapLayerRender = require('./DynamicTilemapLayerRender');
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var GameObject = require('../../gameobjects/GameObject');
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var TilemapComponents = require('../components');
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var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
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@ -146,6 +147,18 @@ var DynamicTilemapLayer = new Class({
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*/
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this.skipCull = false;
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/**
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* In isometric mode, you can control the amount of distance (in tiles, from the cameras' borders) that the Cameras before culling.
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* By default the camera will allow 1 full tile in all directions.
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*
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* However, there are some instances when you may wish to adjust this, and changing this variable allows you to do so.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#isoCullDistances
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* @type {Phaser.Math.Vector2}
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* @since 3.23.0
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*/
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this.isoCullDistances = new Vector2(1, 1);
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/**
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* The total number of tiles drawn by the renderer in the last frame.
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*
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