mirror of
https://github.com/wassname/phaser.git
synced 2026-08-09 12:20:34 +08:00
More tilemap examples
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
Phaser.TilemapParser = {
|
||||
|
||||
tileset: function (game, key, tileWidth, tileHeight, tileMax) {
|
||||
tileset: function (game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
|
||||
|
||||
// How big is our image?
|
||||
var img = game.cache.getTilesetImage(key);
|
||||
@@ -13,6 +13,7 @@ Phaser.TilemapParser = {
|
||||
var width = img.width;
|
||||
var height = img.height;
|
||||
|
||||
// If no tile width/height is given, try and figure it out (won't work if the tileset has margin/spacing)
|
||||
if (tileWidth <= 0)
|
||||
{
|
||||
tileWidth = Math.floor(-width / Math.min(-1, tileWidth));
|
||||
@@ -40,21 +41,21 @@ Phaser.TilemapParser = {
|
||||
}
|
||||
|
||||
// Let's create some tiles
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
var x = tileMargin;
|
||||
var y = tileMargin;
|
||||
|
||||
var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight);
|
||||
var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing);
|
||||
|
||||
for (var i = 0; i < total; i++)
|
||||
{
|
||||
tileset.addTile(new Phaser.Tile(tileset, i, x, y, tileWidth, tileHeight));
|
||||
|
||||
x += tileWidth;
|
||||
x += tileWidth + tileSpacing;
|
||||
|
||||
if (x === width)
|
||||
{
|
||||
x = 0;
|
||||
y += tileHeight;
|
||||
x = tileMargin;
|
||||
y += tileHeight + tileSpacing;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user