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https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
More tidying and jshint fixing.
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3 changed files with 9 additions and 9 deletions
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@ -76,7 +76,7 @@ PIXI.Tilemap = function(texture, mapwidth, mapheight, tilewidth, tileheight, lay
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var dataSize = mapwidth * mapheight * this.batchDataElement;
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// create buffer data for the webgl rendering of this tile
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this.buffer = new PIXI.Float32Array( dataSize );
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this.buffer = new PIXI.Float32Array(dataSize);
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};
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@ -235,10 +235,10 @@ PIXI.Tilemap.prototype._renderBatch = function (renderSession) {
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var shader = renderSession.shaderManager.tilemapShader;
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// upload the VBO
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gl.bufferData( gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW );
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gl.bufferData(gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW);
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// prepare the shader attributes
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gl.vertexAttribPointer( shader.aPosition, 4, gl.FLOAT, false, 0, 0 );
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gl.vertexAttribPointer(shader.aPosition, 4, gl.FLOAT, false, 0, 0);
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// draw the entire VBO in one call
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, Math.floor(c / 4));
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@ -275,7 +275,7 @@ PIXI.Tilemap.prototype._renderWholeTilemap = function (renderSession) {
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// source texture unit
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gl.activeTexture(gl.TEXTURE0);
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// check if a texture is dirty..
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// check if a texture is dirty...
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if(this.texture.baseTexture._dirty[gl.id])
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{
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renderSession.renderer.updateTexture(this.texture.baseTexture);
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@ -619,7 +619,7 @@ Phaser.Tilemap.prototype = {
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{
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var ts = this.tilesets[i];
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var li = this.layers[index];
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this.createInternalLayer('layer' + index + '_internal_' + i.toString(), ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
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this.createInternalLayer('layer' + index + '_internal_' + i, ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
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}
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if (this.game.renderType === Phaser.WEBGL)
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@ -637,8 +637,8 @@ Phaser.Tilemap.prototype = {
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/**
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* Creates a new internal layer on this Tilemap.
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*
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* Internal layers are used when a Tilemap contains multiple Tilesets with different sized tiles. The tilesets
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* each get a separate layer which is only ever referenced internally by the renderer. This approach permits us
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* Internal layers are used when a Tilemap contains multiple Tilesets with different sized tiles. The tilesets
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* each get a separate layer which is only ever referenced internally by the renderer. This approach permits us
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* to handle large tiles at screen edges, and with the correct offset relative to the 'base' tileset regardless
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* of size differences between the tiles.
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*
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@ -706,7 +706,7 @@ Phaser.Tilemap.prototype = {
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if (ts === tileset)
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{
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// move the tile to this new layer
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row.push( tile );
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row.push(tile);
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// erase it from the original (mixed tileset) layer
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this.layers[0].data[y][x] = new Phaser.Tile(layer, -1, x, y, tileWidth, tileHeight);
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@ -156,7 +156,7 @@ Phaser.TilemapLayerGL = function (game, tilemap, index, width, height) {
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// Cached tilesets from index -> Tileset
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tilesets: []
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}
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};
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/**
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* The rendering mode (used by PIXI.Tilemap). Modes are: 0 - render entire screen of tiles, 1 - render entire map of tiles
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