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https://github.com/photonstorm/phaser
synced 2025-02-16 22:18:29 +00:00
Fixed bug that stopped it rendering. Also added in new color data component.
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15a749d8ea
commit
1fe9a658e7
3 changed files with 18 additions and 8 deletions
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@ -122,7 +122,7 @@ var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPerc
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if (displayCallback)
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{
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var output = displayCallback({ index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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var output = displayCallback({ tint: { topLeft: 0, topRight: 0, bottomLeft: 0, bottomRight: 0 }, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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x = output.x;
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y = output.y;
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@ -4,7 +4,7 @@ var tempMatrixChar = new TransformMatrix();
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var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPercentage, camera)
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{
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var text = src.text;
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var text = gameObject.text;
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var textLength = text.length;
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if (this.renderMask !== this.renderFlags || textLength === 0 || (this.cameraFilter > 0 && (this.cameraFilter & camera._id)))
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@ -151,17 +151,27 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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if (displayCallback)
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{
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var output = displayCallback({ tint: { topLeft: tintTL, topRight: tintTR, bottomLeft: tintBL, bottomRight: tintBR }, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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var output = displayCallback({ color: 0, tint: { topLeft: tintTL, topRight: tintTR, bottomLeft: tintBL, bottomRight: tintBR }, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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x = output.x;
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y = output.y;
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scale = output.scale;
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rotation = output.rotation;
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tintTL = output.tint.topLeft;
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tintTR = output.tint.topRight;
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tintBL = output.tint.bottomLeft;
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tintBR = output.tint.bottomRight;
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if (output.color)
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{
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tintTL = output.color;
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tintTR = output.color;
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tintBL = output.color;
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tintBR = output.color;
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}
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else
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{
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tintTL = output.tint.topLeft;
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tintTR = output.tint.topRight;
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tintBL = output.tint.bottomLeft;
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tintBR = output.tint.bottomRight;
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}
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}
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x -= gameObject.scrollX | 0;
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@ -3,7 +3,7 @@ var tempMatrix = new TransformMatrix();
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var BitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPercentage, camera)
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{
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var text = src.text;
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var text = gameObject.text;
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var textLength = text.length;
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if (this.renderMask !== this.renderFlags || textLength === 0 || (this.cameraFilter > 0 && (this.cameraFilter & camera._id)))
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