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Merge pull request #6493 from samme/docs/createFromObjects-2
Docs: createFromObjects() description
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1 changed files with 18 additions and 5 deletions
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@ -682,12 +682,25 @@ var Tilemap = new Class({
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* class must have {@link Phaser.GameObjects.Components.Transform#setPosition setPosition} and
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* {@link Phaser.GameObjects.Components.Texture#setTexture setTexture} methods.
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*
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* Custom properties on the Object are copied onto any existing properties on the Game Object, so you can use this as an easy
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* way to configure properties from within the map editor. For example giving an Object a
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* property of `alpha: 0.5` in Tiled will be reflected in the Game Object that is created.
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* This method will set the following Tiled Object properties on the new Game Object:
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*
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* Custom properties that do not exist on the Game Object are set in the
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* Game Object's {@link Phaser.GameObjects.GameObject#data data store}.
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* - `flippedHorizontal` as `flipX`
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* - `flippedVertical` as `flipY`
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* - `height` as `displayHeight`
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* - `name`
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* - `rotation`
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* - `visible`
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* - `width` as `displayWidth`
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* - `x`, adjusted for origin
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* - `y`, adjusted for origin
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*
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* Additionally, this method will set Tiled Object custom properties
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*
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* - on the Game Object, if it has the same property name and a value that isn't `undefined`; or
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* - on the Game Object's {@link Phaser.GameObjects.GameObject#data data store} otherwise.
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*
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* For example, a Tiled Object with custom properties `{ alpha: 0.5, gold: 1 }` will be created as a Game
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* Object with an `alpha` value of 0.5 and a `data.values.gold` value of 1.
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*
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* When `useTileset` is `true` (the default), Tile Objects will inherit the texture and any tile properties
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* from the tileset, and the local tile ID will be used as the texture frame. For the frame selection to work
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