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Call the component directly to avoid lots of function diving
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1 changed files with 5 additions and 4 deletions
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@ -18,6 +18,7 @@ var FuzzyGreaterThan = require('../../math/fuzzy/GreaterThan');
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var FuzzyLessThan = require('../../math/fuzzy/LessThan');
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var GetOverlapX = require('./GetOverlapX');
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var GetOverlapY = require('./GetOverlapY');
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var GetTilesWithinWorldXY = require('../../tilemaps/components/GetTilesWithinWorldXY');
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var GetValue = require('../../utils/object/GetValue');
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var MATH_CONST = require('../../math/const');
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var ProcessQueue = require('../../structs/ProcessQueue');
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@ -2201,7 +2202,7 @@ var World = new Class({
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h += yDiff;
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}
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var mapData = tilemapLayer.getTilesWithinWorldXY(x, y, w, h);
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var mapData = GetTilesWithinWorldXY(x, y, w, h, null, tilemapLayer.scene.cameras.main, tilemapLayer.layer);
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if (mapData.length === 0)
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{
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@ -2253,8 +2254,8 @@ var World = new Class({
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tileWorldRect.left = point.x;
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tileWorldRect.top = point.y;
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// If the map's base tile size differs from the layer's tile size, only the top of the rect
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// needs to be adjusted since its origin is (0, 1).
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// If the maps base tile size differs from the layer tile size, only the top of the rect
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// needs to be adjusted since its origin is (0, 1).
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if (tile.baseHeight !== tile.height)
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{
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tileWorldRect.top -= (tile.height - tile.baseHeight) * tilemapLayer.scaleY;
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@ -2331,7 +2332,7 @@ var World = new Class({
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* @method Phaser.Physics.Arcade.World#wrap
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* @since 3.3.0
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*
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* @param {*} object - A Game Object, a Group, an object with `x` and `y` coordinates, or an array of such objects.
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* @param {any} object - A Game Object, a Group, an object with `x` and `y` coordinates, or an array of such objects.
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* @param {number} [padding=0] - An amount added to each boundary edge during the operation.
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*/
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wrap: function (object, padding)
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