Switched Tilemap to use user-specified layer.

Tilemap was using the current layer even if a layer was specified as a
parameter in getTile/setTile. Changed it to use the user layer if one is
specified.
This commit is contained in:
Izzimach
2013-11-08 11:40:07 -07:00
parent 3e9777e6f4
commit 18a07f7a88
+8 -8
View File
@@ -114,9 +114,9 @@ Phaser.Tilemap.prototype = {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
this.layers[this.currentLayer].data[y][x] = index;
this.layers[layer].data[y][x] = index;
}
this.dirty = true;
@@ -127,9 +127,9 @@ Phaser.Tilemap.prototype = {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
return this.layers[this.currentLayer].data[y][x];
return this.layers[layer].data[y][x];
}
},
@@ -141,9 +141,9 @@ Phaser.Tilemap.prototype = {
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
return this.layers[this.currentLayer].data[y][x];
return this.layers[layer].data[y][x];
}
},
@@ -160,9 +160,9 @@ Phaser.Tilemap.prototype = {
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
this.layers[this.currentLayer].data[y][x] = index;
this.layers[layer].data[y][x] = index;
}
this.dirty = true;