Github Issue #101 fixed. Plus more Tilemap updates.

This commit is contained in:
photonstorm
2013-10-11 20:02:12 +01:00
parent 0201baef11
commit 574f4f351b
4 changed files with 88 additions and 52 deletions
+2
View File
@@ -114,6 +114,8 @@ Version 1.0.7 (in progress in the dev branch)
* Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
* Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
* Tweens .to will now always return the parent (thanks powerfear)
* You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
* Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
* TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/)
+10 -3
View File
@@ -17,6 +17,7 @@
var layer;
var cursors;
var sprite2;
function create() {
@@ -36,16 +37,22 @@
'#bcbcbc', '#bcbcbc'
];
map.dump();
// map.dump();
layer = new Phaser.TilemapLayer(game, 200, 200, 320, 200);
// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400);
layer = new Phaser.TilemapLayer(game, 0, 0, 320, 200);
layer.updateTileset('tiles');
layer.updateMapData(map, 0);
layer.sprite.anchor.setTo(0.5, 0.5);
// layer.sprite.anchor.setTo(0.5, 0.5);
game.world.add(layer.sprite);
// layer.sprite.scale.setTo(2, 2);
game.add.sprite(320, 0, layer.texture, layer.frame);
game.add.sprite(0, 200, layer.texture, layer.frame);
game.add.sprite(320, 200, layer.texture, layer.frame);
cursors = game.input.keyboard.createCursorKeys();
}
+2 -4
View File
@@ -247,7 +247,7 @@ Phaser.Pointer.prototype = {
this.identifier = event.identifier;
this.target = event.target;
if (event.button)
if (typeof event.button !== 'undefined')
{
this.button = event.button;
}
@@ -351,7 +351,7 @@ Phaser.Pointer.prototype = {
return;
}
if (event.button)
if (typeof event.button !== 'undefined')
{
this.button = event.button;
}
@@ -430,8 +430,6 @@ Phaser.Pointer.prototype = {
if (this._highestRenderObject == null)
{
// console.log("HRO null");
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
+74 -45
View File
@@ -30,7 +30,6 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
*/
this.texture = new PIXI.Texture(this.baseTexture);
// index, x, y, width, height, name, uuid
this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
/**
@@ -47,8 +46,20 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
this.tileWidth = 0;
this.tileHeight = 0;
this.widthInTiles = 0;
this.heightInTiles = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @property {number} widthInPixels
* @default
*/
this.widthInPixels = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @property {number} heightInPixels
* @default
*/
this.heightInPixels = 0;
this.renderWidth = renderWidth;
this.renderHeight = renderHeight;
@@ -143,15 +154,7 @@ Phaser.TilemapLayer.prototype = {
this.tilemap = tilemap;
this.layer = this.tilemap.layers[layerID];
if (this._maxX > this.layer.width)
{
this._maxX = this.layer.width;
}
if (this._maxY > this.layer.height)
{
this._maxY = this.layer.height;
}
this.updateMax();
},
@@ -161,10 +164,30 @@ Phaser.TilemapLayer.prototype = {
this.tileWidth = this.tileset.tileWidth;
this.tileHeight = this.tileset.tileHeight;
// This don't need to be calculated every frame!
this.updateMax();
},
updateMax: function () {
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
if (this.layer)
{
if (this._maxX > this.layer.width)
{
this._maxX = this.layer.width;
}
if (this._maxY > this.layer.height)
{
this._maxY = this.layer.height;
}
this.widthInPixels = this.layer.width * this.tileWidth;
this.heightInPixels = this.layer.height * this.tileHeight;
}
},
render: function () {
@@ -174,36 +197,6 @@ Phaser.TilemapLayer.prototype = {
return;
}
// Work out how many tiles we can fit into our canvas and round it up for the edges
// this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
// this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this.game.math.floor(this._x / this.tileWidth);
this._startY = this.game.math.floor(this._y / this.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._startX + this._maxX > this.layer.width)
{
this._startX = this.layer.width - this._maxX;
}
if (this._startY + this._maxY > this.layer.height)
{
this._startY = this.layer.height - this._maxY;
}
// Finally get the offset to avoid the blocky movement
this._dx = -(this._x - (this._startX * this.tileWidth));
this._dy = -(this._y - (this._startY * this.tileHeight));
@@ -282,9 +275,27 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
set: function (value) {
if (value !== this._x)
if (value !== this._x && value >= 0)
{
this._x = value;
if (this._x > (this.widthInPixels - this.renderWidth))
{
this._x = this.widthInPixels - this.renderWidth;
}
this._startX = this.game.math.floor(this._x / this.tileWidth);
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startX + this._maxX > this.layer.width)
{
this._startX = this.layer.width - this._maxX;
}
this.dirty = true;
}
@@ -300,9 +311,27 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
set: function (value) {
if (value !== this._y)
if (value !== this._y && value >= 0)
{
this._y = value;
if (this._y > (this.heightInPixels - this.renderHeight))
{
this._y = this.heightInPixels - this.renderHeight;
}
this._startY = this.game.math.floor(this._y / this.tileHeight);
if (this._startY < 0)
{
this._startY = 0;
}
if (this._startY + this._maxY > this.layer.height)
{
this._startY = this.layer.height - this._maxY;
}
this.dirty = true;
}