mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Tile Sprites updated to use new internal canvas and support crop
This commit is contained in:
parent
e91d95e107
commit
2ab24c49c4
2 changed files with 384 additions and 100 deletions
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@ -11,6 +11,10 @@ var CONST = require('../../const');
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var GameObject = require('../GameObject');
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var GetPowerOfTwo = require('../../math/pow2/GetPowerOfTwo');
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var TileSpriteRender = require('./TileSpriteRender');
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var Vector2 = require('../../math/Vector2');
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// bitmask flag for GameObject.renderMask
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var _FLAG = 8; // 1000
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/**
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* @classdesc
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@ -44,6 +48,7 @@ var TileSpriteRender = require('./TileSpriteRender');
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Crop
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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@ -52,7 +57,6 @@ var TileSpriteRender = require('./TileSpriteRender');
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScaleMode
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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@ -62,8 +66,8 @@ var TileSpriteRender = require('./TileSpriteRender');
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {number} width - The width of the Game Object.
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* @param {number} height - The height of the Game Object.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {string} textureKey - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frameKey] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var TileSprite = new Class({
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@ -73,6 +77,7 @@ var TileSprite = new Class({
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Components.Alpha,
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Components.BlendMode,
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Components.ComputedSize,
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Components.Crop,
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Components.Depth,
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Components.Flip,
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Components.GetBounds,
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@ -81,7 +86,6 @@ var TileSprite = new Class({
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Components.Pipeline,
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Components.ScaleMode,
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Components.ScrollFactor,
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Components.Texture,
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Components.Tint,
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Components.Transform,
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Components.Visible,
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@ -90,51 +94,31 @@ var TileSprite = new Class({
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initialize:
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function TileSprite (scene, x, y, width, height, texture, frame)
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function TileSprite (scene, x, y, width, height, textureKey, frameKey)
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{
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var renderer = scene.sys.game.renderer;
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GameObject.call(this, scene, 'TileSprite');
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/**
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* The horizontal scroll position of the Tile Sprite.
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* Internal tile position vector.
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*
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* @name Phaser.GameObjects.TileSprite#tilePositionX
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* @type {number}
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* @default 0
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* @since 3.0.0
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* @name Phaser.GameObjects.TileSprite#_tilePosition
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.12.0
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*/
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this.tilePositionX = 0;
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this._tilePosition = new Vector2();
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/**
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* The vertical scroll position of the Tile Sprite.
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* Internal tile scale vector.
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*
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* @name Phaser.GameObjects.TileSprite#tilePositionY
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* @type {number}
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* @default 0
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* @since 3.0.0
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* @name Phaser.GameObjects.TileSprite#_tileScale
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.12.0
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*/
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this.tilePositionY = 0;
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/**
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* The horizontal scale of the Tile Sprite texture.
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*
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* @name Phaser.GameObjects.TileSprite#tileScaleX
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* @type {number}
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* @default 1
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* @since 3.11.0
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*/
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this.tileScaleX = 1;
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/**
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* The vertical scale of the Tile Sprite texture.
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*
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* @name Phaser.GameObjects.TileSprite#tileScaleY
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* @type {number}
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* @default 1
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* @since 3.11.0
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*/
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this.tileScaleY = 1;
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this._tileScale = new Vector2(1, 1);
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/**
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* Whether the Tile Sprite has changed in some way, requiring an re-render of its tile texture.
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@ -143,21 +127,10 @@ var TileSprite = new Class({
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*
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* @name Phaser.GameObjects.TileSprite#dirty
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* @type {boolean}
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* @default true
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* @default false
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* @since 3.0.0
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*/
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this.dirty = true;
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/**
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* The texture that the Tile Sprite is rendered to, which is then rendered to a Scene.
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* In WebGL this is a WebGLTexture. In Canvas it's a Canvas Fill Pattern.
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*
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* @name Phaser.GameObjects.TileSprite#tileTexture
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* @type {?(WebGLTexture|CanvasPattern)}
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* @default null
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* @since 3.0.0
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*/
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this.tileTexture = null;
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this.dirty = false;
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/**
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* The renderer in use by this Tile Sprite.
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@ -168,67 +141,117 @@ var TileSprite = new Class({
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*/
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this.renderer = renderer;
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this.setTexture(texture, frame);
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/**
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* The Canvas element that the TileSprite renders its fill pattern in to.
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* Only used in Canvas mode.
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*
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* @name Phaser.GameObjects.TileSprite#canvas
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* @type {?HTMLCanvasElement}
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* @since 3.12.0
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*/
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this.canvas = CanvasPool.create(this, width, height);
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/**
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* The Context of the Canvas element that the TileSprite renders its fill pattern in to.
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* Only used in Canvas mode.
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*
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* @name Phaser.GameObjects.TileSprite#context
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* @type {CanvasRenderingContext2D}
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* @since 3.12.0
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* The Texture the TileSprite is using as its fill pattern.
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*
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* @name Phaser.GameObjects.TileSprite#displayTexture
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* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
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* @private
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* @since 3.12.0
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*/
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this.displayTexture = null;
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/**
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* The Frame the TileSprite is using as its fill pattern.
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*
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* @name Phaser.GameObjects.TileSprite#displayFrame
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* @type {Phaser.Textures.Frame}
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* @private
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* @since 3.12.0
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*/
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this.displayFrame = null;
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/**
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* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
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*
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* @name Phaser.GameObjects.TileSprite#_crop
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* @type {object}
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* @private
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* @since 3.12.0
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*/
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this._crop = this.resetCropObject();
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// Create a Texture for this object
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this.texture = scene.sys.textures.addCanvas(null, this.canvas, true);
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// Get the frame
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this.frame = this.texture.get();
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this.setTexture(textureKey, frameKey);
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this.setPosition(x, y);
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this.setSize(width, height);
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this.setOriginFromFrame();
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this.initPipeline('TextureTintPipeline');
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/**
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* The next power of two value from the width of the Frame.
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* The next power of two value from the width of the Fill Pattern frame.
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*
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* @name Phaser.GameObjects.TileSprite#potWidth
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* @type {integer}
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* @since 3.0.0
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*/
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this.potWidth = GetPowerOfTwo(this.frame.width);
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this.potWidth = GetPowerOfTwo(this.displayFrame.width);
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/**
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* The next power of two value from the height of the Frame.
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* The next power of two value from the height of the Fill Pattern frame.
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*
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* @name Phaser.GameObjects.TileSprite#potHeight
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* @type {integer}
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* @since 3.0.0
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*/
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this.potHeight = GetPowerOfTwo(this.frame.height);
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this.potHeight = GetPowerOfTwo(this.displayFrame.height);
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/**
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* The Canvas Pattern used to repeat the TileSprite's texture.
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* The Canvas that the TileSprites texture is rendered to.
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* This is used to create a WebGL texture from.
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*
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* @name Phaser.GameObjects.TileSprite#canvasPattern
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* @type {?CanvasPattern}
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* @default null
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* @since 3.0.0
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*/
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// this.canvasPattern = null;
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/**
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* The Canvas that the TileSprite's texture is rendered to.
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*
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* @name Phaser.GameObjects.TileSprite#canvasBuffer
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* @name Phaser.GameObjects.TileSprite#fillCanvas
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* @type {HTMLCanvasElement}
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* @since 3.0.0
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* @since 3.12.0
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*/
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this.canvasBuffer = CanvasPool.create2D(this, this.potWidth, this.potHeight);
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this.fillCanvas = CanvasPool.create2D(this, this.potWidth, this.potHeight);
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/**
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* The Canvas Context used to render the TileSprite's texture.
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* The Canvas Context used to render the TileSprites texture.
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*
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* @name Phaser.GameObjects.TileSprite#canvasBufferCtx
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* @name Phaser.GameObjects.TileSprite#fillContext
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* @type {CanvasRenderingContext2D}
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* @since 3.0.0
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* @since 3.12.0
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*/
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this.canvasBufferCtx = this.canvasBuffer.getContext('2d');
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this.fillContext = this.fillCanvas.getContext('2d');
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/**
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* The previous Texture Frame being used.
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* The texture that the Tile Sprite is rendered to, which is then rendered to a Scene.
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* In WebGL this is a WebGLTexture. In Canvas it's a Canvas Fill Pattern.
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*
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* @name Phaser.GameObjects.Components.Texture#oldFrame
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* @type {Phaser.Textures.Frame}
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* @private
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* @since 3.0.0
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* @name Phaser.GameObjects.TileSprite#fillPattern
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* @type {?(WebGLTexture|CanvasPattern)}
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* @since 3.12.0
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*/
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this.oldFrame = null;
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this.fillPattern = null;
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// Update the fill pattern
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this.dirty = true;
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this.updateTileTexture();
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@ -238,13 +261,90 @@ var TileSprite = new Class({
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{
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var gl = renderer.gl;
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this.tileTexture = null;
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this.dirty = true;
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this.tileTexture = renderer.createTexture2D(0, gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.REPEAT, gl.RGBA, this.canvasBuffer, this.potWidth, this.potHeight);
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this.fillPattern = null;
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this.fillPattern = renderer.createTexture2D(0, gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.REPEAT, gl.RGBA, this.fillCanvas, this.potWidth, this.potHeight);
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}, this);
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}
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},
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/**
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* Sets the texture and frame this Game Object will use to render with.
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*
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* Textures are referenced by their string-based keys, as stored in the Texture Manager.
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*
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* @method Phaser.GameObjects.TileSprite#setTexture
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* @since 3.0.0
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*
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* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
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*
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* @return {this} This Game Object instance.
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*/
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setTexture: function (key, frame)
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{
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this.displayTexture = this.scene.sys.textures.get(key);
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return this.setFrame(frame);
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},
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/**
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* Sets the frame this Game Object will use to render with.
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*
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* The Frame has to belong to the current Texture being used.
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*
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* It can be either a string or an index.
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*
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* Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
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* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.
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*
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* @method Phaser.GameObjects.TileSprite#setFrame
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* @since 3.0.0
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*
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* @param {(string|integer)} frame - The name or index of the frame within the Texture.
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* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
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* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
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*
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* @return {this} This Game Object instance.
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*/
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setFrame: function (frame, updateSize, updateOrigin)
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{
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if (updateSize === undefined) { updateSize = true; }
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if (updateOrigin === undefined) { updateOrigin = true; }
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this.displayFrame = this.displayTexture.get(frame);
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if (!this.displayFrame.cutWidth || !this.displayFrame.cutHeight)
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{
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this.renderFlags &= ~_FLAG;
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}
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else
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{
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this.renderFlags |= _FLAG;
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}
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if (this._sizeComponent && updateSize)
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{
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this.setSizeToFrame();
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}
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if (this._originComponent && updateOrigin)
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{
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if (this.displayFrame.customPivot)
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{
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this.setOrigin(this.displayFrame.pivotX, this.displayFrame.pivotY);
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}
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else
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{
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this.updateDisplayOrigin();
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}
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}
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this.updateTileTexture();
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return this;
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},
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/**
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* Sets {@link Phaser.GameObjects.TileSprite#tilePositionX} and {@link Phaser.GameObjects.TileSprite#tilePositionY}.
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*
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@ -254,7 +354,7 @@ var TileSprite = new Class({
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* @param {number} [x] - The x position of this sprite's tiling texture.
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* @param {number} [y] - The y position of this sprite's tiling texture.
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*
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* @return {Phaser.GameObjects.TileSprite} This Tile Sprite instance.
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* @return {this} This Tile Sprite instance.
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*/
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setTilePosition: function (x, y)
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{
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@ -271,25 +371,52 @@ var TileSprite = new Class({
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return this;
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},
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/**
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* Sets {@link Phaser.GameObjects.TileSprite#tileScaleX} and {@link Phaser.GameObjects.TileSprite#tileScaleY}.
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*
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* @method Phaser.GameObjects.TileSprite#setTileScale
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* @since 3.12.0
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*
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* @param {number} [x] - The horizontal scale of the tiling texture.
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* @param {number} [y] - The vertical scale of the tiling texture.
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*
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* @return {this} This Tile Sprite instance.
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*/
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setTileScale: function (x, y)
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{
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if (x !== undefined)
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{
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this.tilePositionX = x;
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}
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if (y !== undefined)
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{
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this.tilePositionY = y;
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}
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return this;
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},
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/**
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* Render the tile texture if it is dirty, or if the frame has changed.
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*
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* @method Phaser.GameObjects.TileSprite#updateTileTexture
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* @private
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* @since 3.0.0
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*/
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updateTileTexture: function ()
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{
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var frame = this.frame;
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if (!this.dirty && this.oldFrame === frame)
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if (!this.dirty)
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{
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return;
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}
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this.oldFrame = frame;
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// Draw the displayTexture to our fillCanvas
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var ctx = this.canvasBufferCtx;
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var canvas = this.canvasBuffer;
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var frame = this.displayFrame;
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var ctx = this.fillContext;
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var canvas = this.fillCanvas;
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var fw = this.potWidth;
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var fh = this.potHeight;
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@ -300,7 +427,7 @@ var TileSprite = new Class({
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fh = frame.cutHeight;
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}
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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ctx.clearRect(0, 0, fw, fh);
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canvas.width = fw;
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canvas.height = fh;
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@ -313,7 +440,66 @@ var TileSprite = new Class({
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fw, fh
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);
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this.tileTexture = (this.renderer.gl) ? this.renderer.canvasToTexture(canvas, this.tileTexture) : ctx.createPattern(canvas, 'repeat');
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if (this.renderer.gl)
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{
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this.fillPattern = this.renderer.canvasToTexture(canvas, this.fillPattern);
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}
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else
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{
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this.fillPattern = ctx.createPattern(canvas, 'repeat');
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}
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this.updateCanvas();
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this.dirty = false;
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},
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||||
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||||
/**
|
||||
* Draw the fill pattern to the internal canvas.
|
||||
*
|
||||
* @method Phaser.GameObjects.TileSprite#updateCanvas
|
||||
* @private
|
||||
* @since 3.12.0
|
||||
*/
|
||||
updateCanvas: function ()
|
||||
{
|
||||
var canvas = this.canvas;
|
||||
|
||||
if (canvas.width !== this.width || canvas.height !== this.height)
|
||||
{
|
||||
canvas.width = this.width;
|
||||
canvas.height = this.height;
|
||||
|
||||
this.frame.resize(this.width, this.height);
|
||||
}
|
||||
|
||||
if (!this.dirty || this.renderer && this.renderer.gl)
|
||||
{
|
||||
this.dirty = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var ctx = this.context;
|
||||
|
||||
var scaleX = this._tileScale.x;
|
||||
var scaleY = this._tileScale.y;
|
||||
|
||||
var positionX = this._tilePosition.x;
|
||||
var positionY = this._tilePosition.y;
|
||||
|
||||
ctx.clearRect(0, 0, this.width, this.height);
|
||||
|
||||
ctx.save();
|
||||
|
||||
ctx.scale(scaleX, scaleY);
|
||||
|
||||
ctx.translate(-positionX, -positionY);
|
||||
|
||||
ctx.fillStyle = this.fillPattern;
|
||||
|
||||
ctx.fillRect(positionX, positionY, this.width / scaleX, this.height / scaleY);
|
||||
|
||||
ctx.restore();
|
||||
|
||||
this.dirty = false;
|
||||
},
|
||||
|
@ -329,16 +515,114 @@ var TileSprite = new Class({
|
|||
{
|
||||
if (this.renderer && this.renderer.gl)
|
||||
{
|
||||
this.renderer.deleteTexture(this.tileTexture);
|
||||
this.renderer.deleteTexture(this.fillPattern);
|
||||
}
|
||||
|
||||
CanvasPool.remove(this.canvasBuffer);
|
||||
CanvasPool.remove(this.canvas);
|
||||
CanvasPool.remove(this.fillCanvas);
|
||||
|
||||
this.tileTexture = null;
|
||||
this.canvasBufferCtx = null;
|
||||
this.canvasBuffer = null;
|
||||
this.fillPattern = null;
|
||||
this.fillContext = null;
|
||||
this.fillCanvas = null;
|
||||
|
||||
this.displayTexture = null;
|
||||
this.displayFrame = null;
|
||||
|
||||
this.texture.destroy();
|
||||
|
||||
this.renderer = null;
|
||||
},
|
||||
|
||||
/**
|
||||
* The horizontal scroll position of the Tile Sprite.
|
||||
*
|
||||
* @name Phaser.GameObjects.TileSprite#tilePositionX
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
tilePositionX: {
|
||||
|
||||
get: function ()
|
||||
{
|
||||
return this._tilePosition.x;
|
||||
},
|
||||
|
||||
set: function (value)
|
||||
{
|
||||
this._tilePosition.x = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The vertical scroll position of the Tile Sprite.
|
||||
*
|
||||
* @name Phaser.GameObjects.TileSprite#tilePositionY
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
tilePositionY: {
|
||||
|
||||
get: function ()
|
||||
{
|
||||
return this._tilePosition.y;
|
||||
},
|
||||
|
||||
set: function (value)
|
||||
{
|
||||
this._tilePosition.y = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The horizontal scale of the Tile Sprite texture.
|
||||
*
|
||||
* @name Phaser.GameObjects.TileSprite#tileScaleX
|
||||
* @type {number}
|
||||
* @default 1
|
||||
* @since 3.11.0
|
||||
*/
|
||||
tileScaleX: {
|
||||
|
||||
get: function ()
|
||||
{
|
||||
return this._tileScale.x;
|
||||
},
|
||||
|
||||
set: function (value)
|
||||
{
|
||||
this._tileScale.x = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The vertical scale of the Tile Sprite texture.
|
||||
*
|
||||
* @name Phaser.GameObjects.TileSprite#tileScaleY
|
||||
* @type {number}
|
||||
* @default 1
|
||||
* @since 3.11.0
|
||||
*/
|
||||
tileScaleY: {
|
||||
|
||||
get: function ()
|
||||
{
|
||||
return this._tileScale.y;
|
||||
},
|
||||
|
||||
set: function (value)
|
||||
{
|
||||
this._tileScale.y = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
|
|
@ -23,14 +23,14 @@ var Utils = require('../../renderer/webgl/Utils');
|
|||
*/
|
||||
var TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
|
||||
{
|
||||
src.updateTileTexture();
|
||||
src.updateCanvas();
|
||||
|
||||
var getTint = Utils.getTintAppendFloatAlpha;
|
||||
|
||||
this.pipeline.batchTexture(
|
||||
src,
|
||||
src.tileTexture,
|
||||
src.frame.width * src.tileScaleX, src.frame.height * src.tileScaleY,
|
||||
src.fillPattern,
|
||||
src.displayFrame.width * src.tileScaleX, src.displayFrame.height * src.tileScaleY,
|
||||
src.x, src.y,
|
||||
src.width, src.height,
|
||||
src.scaleX, src.scaleY,
|
||||
|
@ -44,8 +44,8 @@ var TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage,
|
|||
getTint(src._tintBL, camera.alpha * src._alphaBL),
|
||||
getTint(src._tintBR, camera.alpha * src._alphaBR),
|
||||
(src._isTinted && src.tintFill),
|
||||
(src.tilePositionX % src.frame.width) / src.frame.width,
|
||||
(src.tilePositionY % src.frame.height) / src.frame.height,
|
||||
(src.tilePositionX % src.displayFrame.width) / src.displayFrame.width,
|
||||
(src.tilePositionY % src.displayFrame.height) / src.displayFrame.height,
|
||||
camera,
|
||||
parentMatrix
|
||||
);
|
||||
|
|
Loading…
Reference in a new issue