bmd tweaks

This commit is contained in:
Richard Davey 2013-11-17 00:55:28 +00:00
parent 38bd00b4ed
commit ba6863bdf5
3 changed files with 41 additions and 12 deletions

View file

@ -21,7 +21,7 @@ function create() {
// And apply it to 100 randomly positioned sprites
for (var i = 0; i < 100; i++)
{
bmd.setPixel(game.world.randomX, game.world.randomY, Math.random() * 255, Math.random() * 255, 255);
//bmd.setPixel(game.world.randomX, game.world.randomY, 100 + Math.random() * 155, 100 + Math.random() * 155, 255);
}
bmd.context.fillStyle = '#ffffff';
@ -33,15 +33,20 @@ function create() {
function update() {
// bmd.clear();
// bmd.context.fillRect(game.world.randomX,game.world.randomY,4,4);
// updateWobblyBall();
//console.log('b');
// bmd.setPixel(game.world.randomX, game.world.randomY, 250, 250, 250);
bmd.setPixel(game.input.x, game.input.y, 255, 255, 255);
}
function render() {
// bmd.render();
bmd.render();
}

View file

@ -25,6 +25,17 @@ Phaser.BitmapData = function (game, key, width, height) {
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the BitmapData isn't updated by the core game loop.
* @default
*/
this.exists = true;
/**
* @property {Phaser.Group} group - The parent Group of this BitmapData.
*/
this.group = null;
/**
* @property {string} name - The name of the BitmapData.
*/
@ -120,6 +131,8 @@ Phaser.BitmapData = function (game, key, width, height) {
*/
this.globalCompositeOperation = null;
this._dirty = false;
}
Phaser.BitmapData.prototype = {
@ -127,6 +140,8 @@ Phaser.BitmapData.prototype = {
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
this._dirty = true;
},
@ -157,6 +172,8 @@ Phaser.BitmapData.prototype = {
this.imageData.data.set(this.data8);
this.context.putImageData(this.imageData, 0, 0);
this._dirty = true;
}
},
@ -229,13 +246,18 @@ Phaser.BitmapData.prototype = {
},
render: function () {
postUpdate: function () {
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
if (this.game.renderType == Phaser.WEBGL)
{
PIXI.texturesToUpdate.push(this.baseTexture);
}
if (this._dirty)
{
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
if (this.game.renderType == Phaser.WEBGL)
{
PIXI.texturesToUpdate.push(this.baseTexture);
}
this._dirty = false;
}
}

View file

@ -287,9 +287,11 @@ Phaser.GameObjectFactory.prototype = {
*/
bitmapData: function (key, width, height) {
var bmd = new Phaser.BitmapData(this.game, key, width, height);
// var bmd = new Phaser.BitmapData(this.game, key, width, height);
return this.game.cache.addBitmapData(bmd.name, bmd);
// return this.game.cache.addBitmapData(bmd.name, bmd);
return this.world.add(new Phaser.BitmapData(this.game, x, y, width, height, tileset, tilemap, layer));
}