RenderTexture now displays correctly in Canvas games.

Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
This commit is contained in:
photonstorm
2013-12-23 04:20:09 +00:00
parent 5a5d465034
commit 0acef49a7c
85 changed files with 7476 additions and 7067 deletions
+15 -8
View File
@@ -197,6 +197,7 @@ Phaser.Tilemap.prototype = {
* Sprite is created. You could also give it a value like: body.velocity.x: 100 to set it moving automatically.
*
* @method Phaser.Tileset#createFromObjects
* @param {string} name - The name of the Object Group to create Sprites from.
* @param {number} gid - The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.
* @param {string} key - The Game.cache key of the image that this Sprite will use.
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
@@ -204,28 +205,34 @@ Phaser.Tilemap.prototype = {
* @param {boolean} [autoCull=true] - The default autoCull state of the Sprite. Sprites that are autoCulled are culled from the camera if out of its range.
* @param {Phaser.Group} [group] - Optional Group to add the Sprite to. If not specified it will be added to the World group.
*/
createFromObjects: function (gid, key, frame, exists, autoCull, group) {
createFromObjects: function (name, gid, key, frame, exists, autoCull, group) {
if (typeof exists === 'undefined') { exists = true; }
if (typeof autoCull === 'undefined') { autoCull = true; }
if (typeof group === 'undefined') { group = this.game.world; }
if (!this.objects[name])
{
console.warn('Tilemap.createFromObjects: Invalid objectgroup name given: ' + name);
return;
}
var sprite;
for (var i = 0; i < this.objects.length; i++)
for (var i = 0, len = this.objects[name].length; i < len; i++)
{
if (this.objects[i].gid === gid)
if (this.objects[name][i].gid === gid)
{
sprite = group.create(this.objects[i].x, this.objects[i].y, key, frame, exists);
sprite = group.create(this.objects[name][i].x, this.objects[name][i].y, key, frame, exists);
sprite.anchor.setTo(0, 1);
sprite.name = this.objects[i].name;
sprite.visible = this.objects[i].visible;
sprite.name = this.objects[name][i].name;
sprite.visible = this.objects[name][i].visible;
sprite.autoCull = autoCull;
for (property in this.objects[i].properties)
for (property in this.objects[name][i].properties)
{
group.set(sprite, property, this.objects[i].properties[property], false, false, 0);
group.set(sprite, property, this.objects[name][i].properties[property], false, false, 0);
}
}
}
+5 -3
View File
@@ -265,7 +265,7 @@ Phaser.TilemapParser = {
map.images = images;
// Objects
var objects = [];
var objects = {};
for (var i = 0; i < json.layers.length; i++)
{
@@ -274,7 +274,9 @@ Phaser.TilemapParser = {
continue;
}
for (var v = 0; v < json.layers[i].objects.length; v++)
objects[json.layers[i].name] = [];
for (var v = 0, len = json.layers[i].objects.length; v < len; v++)
{
// For now we'll just support object tiles
if (json.layers[i].objects[v].gid)
@@ -290,7 +292,7 @@ Phaser.TilemapParser = {
};
objects.push(object);
objects[json.layers[i].name].push(object);
}
}