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https://github.com/wassname/phaser.git
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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.
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@@ -114,9 +114,9 @@ Phaser.Tilemap.prototype = {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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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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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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this.layers[this.currentLayer].data[y][x] = index;
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this.layers[layer].data[y][x] = index;
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}
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this.dirty = true;
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@@ -127,9 +127,9 @@ Phaser.Tilemap.prototype = {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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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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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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return this.layers[this.currentLayer].data[y][x];
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return this.layers[layer].data[y][x];
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}
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},
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@@ -141,9 +141,9 @@ Phaser.Tilemap.prototype = {
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x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
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y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
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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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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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return this.layers[this.currentLayer].data[y][x];
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return this.layers[layer].data[y][x];
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}
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},
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@@ -160,9 +160,9 @@ Phaser.Tilemap.prototype = {
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x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
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y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
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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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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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this.layers[this.currentLayer].data[y][x] = index;
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this.layers[layer].data[y][x] = index;
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}
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this.dirty = true;
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