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https://github.com/photonstorm/phaser
synced 2024-11-25 22:20:44 +00:00
createCheckerboard handles colors properly
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1 changed files with 16 additions and 9 deletions
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@ -5,8 +5,9 @@
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*/
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var Class = require('../../utils/Class');
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var Mesh = require('../mesh/Mesh');
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var GenerateGridVerts = require('../../geom/mesh/GenerateGridVerts');
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var IntegerToRGB = require('../../display/color/IntegerToRGB');
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var Mesh = require('../mesh/Mesh');
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/**
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* @classdesc
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@ -48,8 +49,10 @@ var Plane = new Class({
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// this.modelRotation.x = -0.75;
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this.createCheckerboard();
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this.setSizeToFrame();
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this.setHeight();
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this.setViewHeight();
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},
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setSizeToFrame: function ()
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@ -57,7 +60,7 @@ var Plane = new Class({
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this.setPerspective(this.width / this.frame.width, this.height / this.frame.height);
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},
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setHeight: function (value)
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setViewHeight: function (value)
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{
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if (value === undefined) { value = this.frame.height; }
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@ -68,10 +71,12 @@ var Plane = new Class({
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this.dirtyCache[10] = 1;
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},
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check: function (color1, color2)
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createCheckerboard: function (color1, color2, alpha1, alpha2)
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{
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if (color1 === undefined) { color1 = 0xffffff; }
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if (color2 === undefined) { color2 = 0x0000ff; }
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if (alpha1 === undefined) { alpha1 = 255; }
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if (alpha2 === undefined) { alpha2 = 255; }
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var gl = this.scene.sys.renderer.gl;
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@ -86,6 +91,9 @@ var Plane = new Class({
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// Let's assume 16x16 for our texture size and 8x8 cell size
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var c1 = IntegerToRGB(color1);
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var c2 = IntegerToRGB(color2);
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var colors = [];
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for (var h = 0; h < 16; h++)
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@ -94,11 +102,11 @@ var Plane = new Class({
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{
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if ((h < 8 && w < 8) || (h > 7 && w > 7))
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{
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colors.push(255, 255, 255, 255);
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colors.push(c1.r, c1.g, c1.b, alpha1);
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}
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else
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{
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colors.push(0, 0, 255, 255);
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colors.push(c2.r, c2.g, c2.b, alpha2);
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}
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}
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}
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@ -110,13 +118,12 @@ var Plane = new Class({
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glTexture.width = 16;
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glTexture.height = 16;
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// TODO - Use UUID here and remove in `preDestroy` (or on texture change?)
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var texture = this.scene.sys.textures.addGLTexture('plane', glTexture, 16, 16);
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gl.bindTexture(gl.TEXTURE_2D, null);
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this.setTexture(texture);
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return texture;
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return this.setTexture(texture);
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},
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uvScroll: function (x, y)
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