mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
And Tilemaps are rendering again - and much better than ever before :) Just one final optimisation pass to do and then it's on to collision.
This commit is contained in:
Binary file not shown.
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After Width: | Height: | Size: 91 KiB |
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Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
+47
-28
@@ -10,54 +10,73 @@
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function preload() {
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game.load.tilemap('cybernoidLevel3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.JSON);
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game.load.tileset('cybernoidTiles', 'assets/maps/cybernoid.png', 16, 16);
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game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
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}
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var layer;
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var cursors;
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function create() {
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game.stage.backgroundColor = '#3d3d3d';
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var map = new Phaser.Tilemap(game, 'level3');
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// This is a bit nuts, ought to find a way to automate it, but it looks cool :)
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map.debugMap = [ '#000000',
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'#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#bcbcbc', '#e40058', '#e40058', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#80d010', '#80d010', '#80d010', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#80d010', '#0070ec',
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'#0070ec', '#24188c', '#24188c', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#80d010', '#80d010', '#80d010', '#e40058',
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'#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#80d010', '#bcbcbc', '#80d010', '#000000', '#80d010',
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'#80d010', '#80d010', '#bcbcbc', '#e40058', '#80d010', '#80d010', '#e40058', '#e40058', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#bcbcbc'
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];
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map.dump();
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layer = new Phaser.TilemapLayer(game, 200, 200, 320, 200);
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layer.updateTileset('tiles');
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layer.updateMapData(map, 0);
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layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// layer = new Phaser.TilemapLayer(game, 0, 0, 500, 500, [], 'snes');
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// layer = new Phaser.TilemapLayer(game, 0, 0, 500, 500);
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// layer.load(mapData, tileset);
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// layer.create(mapWidth, mapHeight, [tileset]);
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// layer.updateTileset('cybernoidTiles'); // can change on the fly
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// layer.context.fillStyle = 'rgb(255,0,0)';
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// layer.context.fillRect(0, 0, 200, 300);
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/*
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game.world._container.addChild(layer.sprite);
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layer.create(10, 10);
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layer.putTile(0, 0, 3);
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layer.putTile(0, 1, 4);
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layer.render();
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layer.dump();
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*/
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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// layer.sprite.angle += 0.5;
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if (cursors.up.isDown)
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{
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layer.y -= 4;
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}
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else if (cursors.down.isDown)
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{
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layer.y += 4;
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}
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if (cursors.left.isDown)
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{
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layer.x -= 4;
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}
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else if (cursors.right.isDown)
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{
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layer.x += 4;
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}
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}
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function render() {
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layer.render();
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}
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@@ -97,6 +97,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else if (key instanceof PIXI.Texture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = frame;
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}
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else
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{
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if (key == null || this.game.cache.checkImageKey(key) == false)
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+4
-4
@@ -156,9 +156,9 @@ Phaser.Cache.prototype = {
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*/
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addTilemap: function (key, url, mapData, format) {
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this._tilemaps[key] = { url: url, mapData: mapData, format: format };
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this._tilemaps[key] = { url: url, data: mapData, format: format };
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this._tilemaps[key].mapData = Phaser.TilemapParser.parse(this.game, mapData, format);
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this._tilemaps[key].layers = Phaser.TilemapParser.parse(this.game, mapData, format);
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},
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@@ -453,9 +453,9 @@ Phaser.Cache.prototype = {
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*
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* @method Phaser.Cache#getTilemap
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* @param {string} key - Asset key of the tilemap you want.
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* @return {Phaser.Tilemap} The tilemap data. The tileset image is in the data property, the map data in mapData.
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* @return {Object} The tilemap data. The tileset image is in the data property, the map data in mapData.
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*/
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getTilemap: function (key) {
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getTilemapData: function (key) {
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if (this._tilemaps[key])
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{
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@@ -371,7 +371,7 @@ Phaser.Loader.prototype = {
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break;
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// An xml string or object has been given
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case Phaser.Tilemap.JSON:
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case Phaser.Tilemap.TILED_JSON:
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if (typeof mapData === 'string')
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{
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@@ -710,7 +710,7 @@ Phaser.Loader.prototype = {
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this._xhr.open("GET", this.baseURL + file.url, true);
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this._xhr.responseType = "text";
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if (file.format == Phaser.Tilemap.JSON)
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if (file.format == Phaser.Tilemap.TILED_JSON)
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{
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this._xhr.onload = function () {
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return _this.jsonLoadComplete(file.key);
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+129
-6
@@ -1,11 +1,134 @@
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Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
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Phaser.Tilemap = function (game, key) {
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/**
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* @property {Phaser.Game} game - Description.
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*/
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this.game = game;
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/**
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* @property {array} layers - Description.
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*/
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this.layers;
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if (typeof key === 'string')
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{
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this.key = key;
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this.layers = game.cache.getTilemapData(key).layers;
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}
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else
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{
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this.layers = [];
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}
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this.currentLayer = 0;
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this.debugMap = [];
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};
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// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
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Phaser.Tilemap.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
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Phaser.Tilemap.CSV = 0;
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Phaser.Tilemap.JSON = 1;
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Phaser.Tilemap.TILED_JSON = 1;
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Phaser.Tilemap.prototype = {
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create: function (name, width, height) {
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var data = [];
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for (var y = 0; y < height; y++)
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{
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data[y] = [];
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for (var x = 0; x < width; x++)
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{
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data[y][x] = 0;
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}
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}
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this.currentLayer = this.layers.push({
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name: name,
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width: width,
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height: height,
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alpha: 1,
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visible: true,
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tileMargin: 0,
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tileSpacing: 0,
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format: Phaser.Tilemap.CSV,
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data: data
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});
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},
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setLayer: function (layer) {
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if (this.layers[layer])
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{
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this.currentLayer = layer;
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}
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},
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createLayerSprite: function (tilset) {
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// Creates a TilemapLayer which you can add to the display list
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// Hooked to a specific layer within the map data
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},
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/**
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* Set a specific tile with its x and y in tiles.
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* @method putTile
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* @param {number} x - X position of this tile.
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* @param {number} y - Y position of this tile.
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* @param {number} index - The index of this tile type in the core map data.
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*/
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putTile: function (x, y, index) {
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if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
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{
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this.layers[this.currentLayer].data[y][x] = index;
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}
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},
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dump: function () {
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var txt = '';
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var args = [''];
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for (var y = 0; y < this.layers[this.currentLayer].height; y++)
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{
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for (var x = 0; x < this.layers[this.currentLayer].width; x++)
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{
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txt += "%c ";
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if (this.layers[this.currentLayer].data[y][x] > 1)
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{
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if (this.debugMap[this.layers[this.currentLayer].data[y][x]])
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{
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args.push("background: " + this.debugMap[this.layers[this.currentLayer].data[y][x]]);
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}
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else
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{
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args.push("background: #ffffff");
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}
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}
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else
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{
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args.push("background: rgb(0, 0, 0)");
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}
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}
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txt += "\n";
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}
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args[0] = txt;
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console.log.apply(console, args);
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}
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};
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+99
-95
@@ -30,16 +30,14 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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// index, x, y, width, height, name, uuid
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this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
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/**
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* @property {Description} sprite - Description.
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* @default
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*/
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this.sprite = new PIXI.Sprite(this.texture);
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/**
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* @property {array} mapData - Description.
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*/
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this.mapData = [];
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this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
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/**
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* @property {Description} tileset - Description.
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@@ -127,46 +125,32 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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*/
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this._startY = 0;
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|
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this.tilemap;
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this.layer;
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this._x = 0;
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this._y = 0;
|
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this._prevX = 0;
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this._prevY = 0;
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this.dirty = true;
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};
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Phaser.TilemapLayer.prototype = {
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create: function (width, height) {
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updateMapData: function (tilemap, layerID) {
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this.mapData = [];
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this.tilemap = tilemap;
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this.layer = this.tilemap.layers[layerID];
|
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|
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var data;
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for (var y = 0; y < height; y++)
|
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if (this._maxX > this.layer.width)
|
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{
|
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this.mapData[y] = [];
|
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|
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for (var x = 0; x < width; x++)
|
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{
|
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this.mapData[y][x] = 0;
|
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}
|
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this._maxX = this.layer.width;
|
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}
|
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|
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this.widthInTiles = width;
|
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this.heightInTiles = height;
|
||||
|
||||
},
|
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|
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/**
|
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* Set a specific tile with its x and y in tiles.
|
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* @method putTile
|
||||
* @param {number} x - X position of this tile.
|
||||
* @param {number} y - Y position of this tile.
|
||||
* @param {number} index - The index of this tile type in the core map data.
|
||||
*/
|
||||
putTile: function (x, y, index) {
|
||||
|
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if (y >= 0 && y < this.mapData.length)
|
||||
if (this._maxY > this.layer.height)
|
||||
{
|
||||
if (x >= 0 && x < this.mapData[y].length)
|
||||
{
|
||||
this.mapData[y][x] = index;
|
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}
|
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this._maxY = this.layer.height;
|
||||
}
|
||||
|
||||
},
|
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@@ -177,22 +161,26 @@ Phaser.TilemapLayer.prototype = {
|
||||
this.tileWidth = this.tileset.tileWidth;
|
||||
this.tileHeight = this.tileset.tileHeight;
|
||||
|
||||
// This don't need to be calculated every frame!
|
||||
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
||||
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
||||
|
||||
},
|
||||
|
||||
render: function () {
|
||||
|
||||
if (this.visible == false)
|
||||
if (this.visible == false || this.dirty == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Work out how many tiles we can fit into our canvas and round it up for the edges
|
||||
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
||||
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
||||
// this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
||||
// this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
||||
|
||||
// And now work out where in the tilemap the camera actually is
|
||||
this._startX = this.game.math.floor(this.game.camera.x / this.tileWidth);
|
||||
this._startY = this.game.math.floor(this.game.camera.y / this.tileHeight);
|
||||
this._startX = this.game.math.floor(this._x / this.tileWidth);
|
||||
this._startY = this.game.math.floor(this._y / this.tileHeight);
|
||||
|
||||
// Tilemap bounds check
|
||||
if (this._startX < 0)
|
||||
@@ -205,47 +193,40 @@ Phaser.TilemapLayer.prototype = {
|
||||
this._startY = 0;
|
||||
}
|
||||
|
||||
if (this._maxX > this.widthInTiles)
|
||||
if (this._startX + this._maxX > this.layer.width)
|
||||
{
|
||||
this._maxX = this.widthInTiles;
|
||||
this._startX = this.layer.width - this._maxX;
|
||||
}
|
||||
|
||||
if (this._maxY > this.heightInTiles)
|
||||
if (this._startY + this._maxY > this.layer.height)
|
||||
{
|
||||
this._maxY = this.heightInTiles;
|
||||
}
|
||||
|
||||
if (this._startX + this._maxX > this.widthInTiles)
|
||||
{
|
||||
this._startX = this.widthInTiles - this._maxX;
|
||||
}
|
||||
|
||||
if (this._startY + this._maxY > this.heightInTiles)
|
||||
{
|
||||
this._startY = this.heightInTiles - this._maxY;
|
||||
this._startY = this.layer.height - this._maxY;
|
||||
}
|
||||
|
||||
// Finally get the offset to avoid the blocky movement
|
||||
this._dx = -(this.game.camera.x - (this._startX * this.tileWidth));
|
||||
this._dy = -(this.game.camera.y - (this._startY * this.tileHeight));
|
||||
this._dx = -(this._x - (this._startX * this.tileWidth));
|
||||
this._dy = -(this._y - (this._startY * this.tileHeight));
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty = this._dy;
|
||||
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
for (var row = this._startY; row < this._startY + this._maxY; row++)
|
||||
for (var y = this._startY; y < this._startY + this._maxY; y++)
|
||||
{
|
||||
this._columnData = this.mapData[row];
|
||||
this._column = this.layer.data[y];
|
||||
|
||||
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
|
||||
for (var x = this._startX; x < this._startX + this._maxX; x++)
|
||||
{
|
||||
if (this.tileset.checkTileIndex(this._columnData[tile]))
|
||||
{
|
||||
// only -1 on TILED maps, not CSV
|
||||
var tile = this.tileset.tiles[this._column[x]-1];
|
||||
|
||||
// if (this.tileset.checkTileIndex(tile))
|
||||
// {
|
||||
this.context.drawImage(
|
||||
this.tileset.image,
|
||||
this.tileset.tiles[this._columnData[tile]].x,
|
||||
this.tileset.tiles[this._columnData[tile]].y,
|
||||
tile.x,
|
||||
tile.y,
|
||||
this.tileWidth,
|
||||
this.tileHeight,
|
||||
this._tx,
|
||||
@@ -253,7 +234,7 @@ Phaser.TilemapLayer.prototype = {
|
||||
this.tileWidth,
|
||||
this.tileHeight
|
||||
);
|
||||
}
|
||||
// }
|
||||
|
||||
this._tx += this.tileWidth;
|
||||
|
||||
@@ -269,39 +250,62 @@ Phaser.TilemapLayer.prototype = {
|
||||
PIXI.texturesToUpdate.push(this.baseTexture);
|
||||
}
|
||||
|
||||
this.dirty = false;
|
||||
|
||||
return true;
|
||||
|
||||
},
|
||||
|
||||
|
||||
dump: function () {
|
||||
|
||||
var txt = '';
|
||||
var args = [''];
|
||||
|
||||
for (var y = 0; y < this.heightInTiles; y++)
|
||||
{
|
||||
for (var x = 0; x < this.widthInTiles; x++)
|
||||
{
|
||||
txt += "%c ";
|
||||
|
||||
if (this.mapData[y][x] > 0)
|
||||
{
|
||||
args.push("background: rgb(50, 50, 50)");
|
||||
}
|
||||
else
|
||||
{
|
||||
args.push("background: rgb(0, 0, 0)");
|
||||
}
|
||||
}
|
||||
|
||||
txt += "\n";
|
||||
}
|
||||
|
||||
args[0] = txt;
|
||||
console.log.apply(console, args);
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.TilemapLayer.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.deltaAbsY = function () {
|
||||
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.deltaX = function () {
|
||||
return this._x - this._prevX;
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.deltaY = function () {
|
||||
return this._y - this._prevY;
|
||||
}
|
||||
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
|
||||
|
||||
get: function () {
|
||||
return this._x;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this._x)
|
||||
{
|
||||
this._x = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
|
||||
|
||||
get: function () {
|
||||
return this._y;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this._y)
|
||||
{
|
||||
this._y = value;
|
||||
this.dirty = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
@@ -64,11 +64,11 @@ Phaser.TilemapParser = {
|
||||
|
||||
parse: function (game, data, format) {
|
||||
|
||||
if (format == Phaser.Tilemap.CSV)
|
||||
if (format === Phaser.Tilemap.CSV)
|
||||
{
|
||||
return this.parseCSV(data);
|
||||
}
|
||||
else if (format == Phaser.Tilemap.TILED_JSON)
|
||||
else if (format === Phaser.Tilemap.TILED_JSON)
|
||||
{
|
||||
return this.parseTiledJSON(data);
|
||||
}
|
||||
@@ -87,8 +87,9 @@ Phaser.TilemapParser = {
|
||||
data = data.trim();
|
||||
|
||||
var output = [];
|
||||
|
||||
var rows = data.split("\n");
|
||||
var height = rows.length;
|
||||
var width = 0;
|
||||
|
||||
for (var i = 0; i < rows.length; i++)
|
||||
{
|
||||
@@ -100,9 +101,14 @@ Phaser.TilemapParser = {
|
||||
{
|
||||
output[i][c] = parseInt(column[c]);
|
||||
}
|
||||
|
||||
if (width == 0)
|
||||
{
|
||||
width = column.length;
|
||||
}
|
||||
}
|
||||
|
||||
return [{ name: 'csv', alpha: 1, visible: true, tileMargin: 0, tileSpacing: 0, data: output }];
|
||||
return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, tileMargin: 0, tileSpacing: 0, data: output }];
|
||||
|
||||
},
|
||||
|
||||
@@ -131,10 +137,13 @@ Phaser.TilemapParser = {
|
||||
var layer = {
|
||||
|
||||
name: json.layers[i].name,
|
||||
width: json.layers[i].width,
|
||||
height: json.layers[i].height,
|
||||
alpha: json.layers[i].opacity,
|
||||
visible: json.layers[i].visible,
|
||||
|
||||
tileMargin: json.tilesets[0].margin,
|
||||
tileSpacing: json.tilesets[0].spacing
|
||||
tileSpacing: json.tilesets[0].spacing,
|
||||
|
||||
};
|
||||
|
||||
@@ -155,13 +164,13 @@ Phaser.TilemapParser = {
|
||||
if (c == json.layers[i].width)
|
||||
{
|
||||
output.push(row);
|
||||
// layer.addColumn(row);
|
||||
c = 0;
|
||||
}
|
||||
}
|
||||
|
||||
layers.data = output;
|
||||
this.layers.push(layer);
|
||||
layer.data = output;
|
||||
|
||||
layers.push(layer);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -38,8 +38,6 @@ Phaser.Tileset.prototype = {
|
||||
|
||||
checkTileIndex: function (index) {
|
||||
|
||||
console.log('checking tile', index);
|
||||
|
||||
return (this.tiles[index]);
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user