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https://github.com/photonstorm/phaser
synced 2025-03-06 00:07:31 +00:00
Make tileset the source of truth for texture in both tilemap layers
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parent
814e5af815
commit
e9ab1725f3
6 changed files with 7 additions and 15 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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