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https://github.com/photonstorm/phaser
synced 2024-12-17 00:23:33 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
b17744df61
9 changed files with 13 additions and 27 deletions
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@ -17,7 +17,6 @@ var DynamicTilemapLayer = new Class({
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Components.RenderTarget,
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Components.ScaleMode,
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Components.Size,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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@ -90,9 +89,7 @@ var DynamicTilemapLayer = new Class({
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this.culledTiles = [];
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this.setAlpha(this.layer.alpha);
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this.setTexture(tileset.image.key);
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this.setPosition(x, y);
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this.setSizeToFrame();
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this.setOrigin();
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this.setSize(this.layer.tileWidth * this.layer.width, this.layer.tileHeight * this.layer.height);
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},
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@ -11,7 +11,7 @@ var DynamicTilemapLayerCanvasRenderer = function (renderer, gameObject, interpol
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var renderTiles = gameObject.culledTiles;
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var length = renderTiles.length;
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var image = gameObject.frame.source.image;
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var image = gameObject.tileset.image.getSourceImage();
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var tileset = this.tileset;
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var tx = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
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@ -12,7 +12,7 @@ var DynamicTilemapLayerWebGLRenderer = function (renderer, gameObject, interpola
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var renderTiles = gameObject.culledTiles;
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var length = renderTiles.length;
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var batch = renderer.spriteBatch;
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var texture = gameObject.texture.source[0].glTexture;
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var texture = gameObject.tileset.image.get().source.glTexture;
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var textureWidth = texture.width;
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var textureHeight = texture.height;
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var tileset = this.tileset;
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@ -18,7 +18,6 @@ var StaticTilemapLayer = new Class({
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Components.RenderTarget,
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Components.ScaleMode,
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Components.Size,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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@ -99,9 +98,7 @@ var StaticTilemapLayer = new Class({
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this.vertexCount = 0;
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this.setAlpha(this.layer.alpha);
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this.setTexture(tileset.image.key);
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this.setPosition(x, y);
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this.setSizeToFrame();
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this.setOrigin();
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this.setSize(this.layer.tileWidth * this.layer.width, this.layer.tileHeight * this.layer.height);
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@ -113,7 +110,6 @@ var StaticTilemapLayer = new Class({
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*/
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contextRestore: function (renderer)
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{
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this.tileTexture = null;
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this.dirty = true;
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this.vbo = null;
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this.gl = renderer.gl;
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@ -131,8 +127,8 @@ var StaticTilemapLayer = new Class({
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var tileset = this.tileset;
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var mapWidth = this.layer.width;
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var mapHeight = this.layer.height;
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var width = this.texture.source[0].width;
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var height = this.texture.source[0].height;
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var width = tileset.image.get().width;
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var height = tileset.image.get().height;
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var mapData = this.layer.data;
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var tile;
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@ -12,10 +12,9 @@ var StaticTilemapLayerCanvasRenderer = function (renderer, gameObject, interpola
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var renderTiles = gameObject.culledTiles;
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var tileset = this.tileset;
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var frame = gameObject.frame;
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var ctx = renderer.gameContext;
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var tileCount = renderTiles.length;
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var image = frame.source.image;
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var image = tileset.image.getSourceImage();
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var tx = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
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var ty = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
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@ -8,10 +8,10 @@ var StaticTilemapLayerWebGLRenderer = function (renderer, src, interpolationPerc
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}
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var gameObject = src;
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var frame = gameObject.frame;
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var gl = gameObject.gl;
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var frame = gameObject.tileset.image.get();
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renderer.setRenderer(gameObject.tilemapRenderer, frame.texture.source[frame.sourceIndex].glTexture, gameObject.renderTarget);
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renderer.setRenderer(gameObject.tilemapRenderer, frame.source.glTexture, gameObject.renderTarget);
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gameObject.tilemapRenderer.bind();
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gameObject.upload(camera);
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@ -55,7 +55,7 @@ var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer, tileBia
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{
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if (faceHorizontal)
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{
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ox = TileCheckX(body, tile, tilemapLayer, tileBias);
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ox = TileCheckX(body, tile, tileLeft, tileRight, tileBias);
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// That's horizontal done, check if we still intersects? If not then we can return now
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if (ox !== 0 && !TileIntersectsBody(tileWorldRect, body))
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@ -66,14 +66,14 @@ var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer, tileBia
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if (faceVertical)
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{
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oy = TileCheckY(body, tile, tilemapLayer, tileBias);
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oy = TileCheckY(body, tile, tileTop, tileBottom, tileBias);
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}
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}
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else
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{
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if (faceVertical)
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{
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oy = TileCheckY(body, tile, tilemapLayer, tileBias);
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oy = TileCheckY(body, tile, tileTop, tileBottom, tileBias);
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// That's vertical done, check if we still intersects? If not then we can return now
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if (oy !== 0 && !TileIntersectsBody(tileWorldRect, body))
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@ -84,7 +84,7 @@ var SeparateTile = function (i, body, tile, tileWorldRect, tilemapLayer, tileBia
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if (faceHorizontal)
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{
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ox = TileCheckX(body, tile, tilemapLayer, tileBias);
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ox = TileCheckX(body, tile, tileLeft, tileRight, tileBias);
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}
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}
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@ -10,12 +10,9 @@ var ProcessTileSeparationX = require('./ProcessTileSeparationX');
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {number} The amount of separation that occurred.
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*/
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var TileCheckX = function (body, tile, tilemapLayer, tileBias)
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var TileCheckX = function (body, tile, tileLeft, tileRight, tileBias)
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{
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var ox = 0;
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var tileLeft = tilemapLayer.tileToWorldX(tile.x);
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var tileWidth = tile.width * tilemapLayer.scaleX;
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var tileRight = tileLeft + tileWidth;
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if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
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{
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@ -10,12 +10,9 @@ var ProcessTileSeparationY = require('./ProcessTileSeparationY');
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {number} The amount of separation that occurred.
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*/
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var TileCheckY = function (body, tile, tilemapLayer, tileBias)
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var TileCheckY = function (body, tile, tileTop, tileBottom, tileBias)
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{
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var oy = 0;
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var tileTop = tilemapLayer.tileToWorldX(tile.y);
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var tileHeight = tile.height * tilemapLayer.scaleY;
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var tileBottom = tileTop + tileHeight;
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if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
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{
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