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synced 2026-07-14 01:10:16 +08:00
Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map.
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+8
-6
@@ -154,20 +154,22 @@ Phaser.Cache.prototype = {
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this tile set file.
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* @param {object} data - Extra tile set data.
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* @param {number} tileWidth - Width of the sprite sheet.
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* @param {number} tileHeight - Height of the sprite sheet.
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* @param {number} tileMax - How many tiles stored in the sprite sheet.
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* @param {number} tileWidth - Width of each single tile in pixels.
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* @param {number} tileHeight - Height of each single tile in pixels.
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* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
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* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
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* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
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* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
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* @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles.
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*/
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addTileset: function (key, url, data, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
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addTileset: function (key, url, data, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
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this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing };
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this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, total: total };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing);
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this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total);
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},
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@@ -400,18 +400,18 @@ Phaser.Loader.prototype = {
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* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
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* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
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* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
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* @param {number} [limit=-1] - The maximum number of tiles to extract from the image. If -1 it will extract rows * columns worth, otherwise you can set a lower limit value.
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* @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles.
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* @return {Phaser.Loader} This Loader instance.
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*/
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tileset: function (key, url, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, limit) {
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tileset: function (key, url, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
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if (typeof tileMargin === "undefined") { tileMargin = 0; }
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if (typeof tileSpacing === "undefined") { tileSpacing = 0; }
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if (typeof rows === "undefined") { rows = -1; }
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if (typeof columns === "undefined") { columns = -1; }
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if (typeof limit === "undefined") { limit = -1; }
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if (typeof total === "undefined") { total = -1; }
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this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, limit: limit });
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this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, total: total });
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return this;
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@@ -963,7 +963,7 @@ Phaser.Loader.prototype = {
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case 'tileset':
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this.game.cache.addTileset(file.key, file.url, file.data, file.tileWidth, file.tileHeight, file.tileMax, file.tileMargin, file.tileSpacing);
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this.game.cache.addTileset(file.key, file.url, file.data, file.tileWidth, file.tileHeight, file.tileMargin, file.tileSpacing, file.rows, file.columns, file.total);
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break;
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case 'textureatlas':
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