mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
Fixed createInternalLayer loop.
This commit is contained in:
parent
cff28860fa
commit
49fb798f60
1 changed files with 10 additions and 4 deletions
|
@ -615,11 +615,11 @@ Phaser.Tilemap.prototype = {
|
|||
}
|
||||
|
||||
// Create the internal layers for different tilesets using this one as a base description
|
||||
for (var i = 1, l = this.tilesets.length; i < l; i++)
|
||||
for (var i = 1; i < this.tilesets.length; i++)
|
||||
{
|
||||
var ts = this.tilesets[i];
|
||||
var li = this.layers[index];
|
||||
this.createInternalLayer("_internal" + i.toString(), ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
|
||||
this.createInternalLayer('layer' + index + '_internal_' + i.toString(), ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
|
||||
}
|
||||
|
||||
if (this.game.renderType === Phaser.WEBGL)
|
||||
|
@ -692,18 +692,22 @@ Phaser.Tilemap.prototype = {
|
|||
for (var y = 0; y < height; y++)
|
||||
{
|
||||
row = [];
|
||||
|
||||
for (var x = 0; x < width; x++)
|
||||
{
|
||||
// get the equivalent tile from this Tilemap
|
||||
var tile = this.layers[0].data[y][x];
|
||||
|
||||
// find out which tileset it is in
|
||||
var setIndex = this.tiles[tile.index] && this.tiles[tile.index][2];
|
||||
var ts = this.tilesets[setIndex];
|
||||
|
||||
// is it one of the ones we want to move?
|
||||
if ( ts == tileset )
|
||||
if (ts === tileset)
|
||||
{
|
||||
// move the tile to this new layer
|
||||
row.push( tile );
|
||||
|
||||
// erase it from the original (mixed tileset) layer
|
||||
this.layers[0].data[y][x] = new Phaser.Tile(layer, -1, x, y, tileWidth, tileHeight);
|
||||
}
|
||||
|
@ -735,7 +739,8 @@ Phaser.Tilemap.prototype = {
|
|||
}
|
||||
|
||||
var output;
|
||||
if ( this.game.renderType === Phaser.WEBGL )
|
||||
|
||||
if (this.game.renderType === Phaser.WEBGL)
|
||||
{
|
||||
output = new Phaser.TilemapLayerGL(this.game, this, this.layers.length - 1, w, h);
|
||||
}
|
||||
|
@ -743,6 +748,7 @@ Phaser.Tilemap.prototype = {
|
|||
{
|
||||
output = new Phaser.TilemapLayer(this.game, this, this.layers.length - 1, w, h);
|
||||
}
|
||||
|
||||
output.name = name;
|
||||
|
||||
return group.add(output);
|
||||
|
|
Loading…
Reference in a new issue