Tidying up the examples and more Tilemap work.

This commit is contained in:
photonstorm
2013-12-10 12:23:42 +00:00
parent af5847e8e4
commit 669570c701
115 changed files with 372 additions and 11768 deletions
+2 -2
View File
@@ -17,7 +17,7 @@ var waveDataCounter;
function create() {
// Create our BitmapData object at a size of 32x64
bmd = game.add.bitmapData('ball', 32, 64);
bmd = game.add.bitmapData(32, 64);
// And apply it to 100 randomly positioned sprites
for (var i = 0; i < 100; i++)
@@ -62,7 +62,7 @@ function updateWobblyBall()
// Now all the pixel data has been redrawn we render it to the BitmapData object.
// In CANVAS mode this doesn't do anything, but on WebGL it pushes the new texture to the GPU.
// If your game is exclusively running under Canvas you ca safely ignore this step.
// If your game is exclusively running under Canvas you can safely ignore this step.
bmd.render();
// Cycle through the wave data - this is what causes the image to "undulate"