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When creating a Tilemap layer, use Tiled layer offset if no xy specified
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1 changed files with 10 additions and 2 deletions
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@ -212,7 +212,7 @@ var Tilemap = new Class({
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return sprites;
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return sprites;
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},
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},
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// Creates & selects
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// Creates & selects, uses layer offset if x,y undefined
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createStaticLayer: function (layerID, tileset, x, y)
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createStaticLayer: function (layerID, tileset, x, y)
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{
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{
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var index = this.getLayerIndex(layerID);
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var index = this.getLayerIndex(layerID);
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@ -232,12 +232,16 @@ var Tilemap = new Class({
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this.currentLayerIndex = index;
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this.currentLayerIndex = index;
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// Default the x/y position to match Tiled layer offset, if it exists.
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if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
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if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
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var layer = new StaticTilemapLayer(this.scene, this, index, tileset, x, y);
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var layer = new StaticTilemapLayer(this.scene, this, index, tileset, x, y);
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this.scene.sys.displayList.add(layer);
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this.scene.sys.displayList.add(layer);
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return layer;
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return layer;
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},
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},
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// Creates & selects
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// Creates & selects, uses layer offset if x,y undefined
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createDynamicLayer: function (layerID, tileset, x, y)
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createDynamicLayer: function (layerID, tileset, x, y)
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{
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{
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var index = this.getLayerIndex(layerID);
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var index = this.getLayerIndex(layerID);
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@ -257,6 +261,10 @@ var Tilemap = new Class({
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this.currentLayerIndex = index;
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this.currentLayerIndex = index;
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// Default the x/y position to match Tiled layer offset, if it exists.
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if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
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if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
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var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y);
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var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y);
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this.scene.sys.displayList.add(layer);
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this.scene.sys.displayList.add(layer);
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return layer;
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return layer;
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