More tidying and jshint fixing.

This commit is contained in:
Richard Davey 2016-07-20 17:28:19 +01:00
parent 82fb296b2a
commit 7645e773dc
3 changed files with 9 additions and 9 deletions

View file

@ -275,7 +275,7 @@ PIXI.Tilemap.prototype._renderWholeTilemap = function (renderSession) {
// source texture unit
gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
// check if a texture is dirty...
if(this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);

View file

@ -619,7 +619,7 @@ Phaser.Tilemap.prototype = {
{
var ts = this.tilesets[i];
var li = this.layers[index];
this.createInternalLayer('layer' + index + '_internal_' + i.toString(), ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
this.createInternalLayer('layer' + index + '_internal_' + i, ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
}
if (this.game.renderType === Phaser.WEBGL)

View file

@ -156,7 +156,7 @@ Phaser.TilemapLayerGL = function (game, tilemap, index, width, height) {
// Cached tilesets from index -> Tileset
tilesets: []
}
};
/**
* The rendering mode (used by PIXI.Tilemap). Modes are: 0 - render entire screen of tiles, 1 - render entire map of tiles