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Expanding BitmapData
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+917
-70
File diff suppressed because it is too large
Load Diff
@@ -280,18 +280,13 @@ Phaser.GameObjectFactory.prototype = {
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* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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*
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* @method Phaser.GameObjectFactory#bitmapData
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* @param {string} [key] - A key the BitmapData will use when added to the Phaser.Cache. If none is given a UUID is generated.
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* @param {number} [width=256] - The width of the BitmapData in pixels.
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* @param {number} [height=256] - The height of the BitmapData in pixels.
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* @return {Phaser.BitmapData} The newly created BitmapData object.
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*/
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bitmapData: function (key, width, height) {
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bitmapData: function (width, height) {
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// var bmd = new Phaser.BitmapData(this.game, key, width, height);
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// return this.game.cache.addBitmapData(bmd.name, bmd);
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return this.world.add(new Phaser.BitmapData(this.game, x, y, width, height, tileset, tilemap, layer));
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return new Phaser.BitmapData(this.game, width, height);
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}
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@@ -636,6 +636,11 @@ Phaser.Sprite.prototype.resetCrop = function() {
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*/
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Phaser.Sprite.prototype.postUpdate = function() {
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if (this.key instanceof Phaser.BitmapData && this.key._dirty)
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{
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this.key.render();
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}
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if (this.exists)
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{
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// The sprite is positioned in this call, after taking into consideration motion updates and collision
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@@ -669,7 +674,7 @@ Phaser.Sprite.prototype.postUpdate = function() {
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*
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* @method Phaser.Sprite#loadTexture
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* @memberof Phaser.Sprite
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.Sprite.prototype.loadTexture = function (key, frame) {
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@@ -680,6 +685,11 @@ Phaser.Sprite.prototype.loadTexture = function (key, frame) {
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{
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else if (key instanceof Phaser.BitmapData)
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{
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this.setTexture(key.texture);
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this.currentFrame = key.textureFrame;
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}
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else if (key instanceof PIXI.Texture)
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{
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this.currentFrame = frame;
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