Camera culling now in and working, although you need to enable it on a per sprite basis. Also fixed a few small bugs in the Animation Manager.

This commit is contained in:
Richard Davey
2013-09-02 23:22:24 +01:00
parent 6235f25184
commit 7c597999d4
4 changed files with 213 additions and 153 deletions
+19 -5
View File
@@ -15,23 +15,34 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.image('mushroom', 'assets/sprites/mana_card.png');
}
var s;
var t;
function create() {
// Make our game world 2000x2000 pixels in size (the default is to match the game size)
game.world.setSize(2000, 2000);
s = game.add.sprite(800, 400, 'mushroom');
s = game.add.sprite(180, 400, 'mushroom');
s.autoCull = true;
// s.visible = false;
// t = game.time.now + 2000;
// s.scrollFactor.setTo(0.5, 0.5);
}
function update() {
// if (game.time.now > t && s.visible == false)
// {
// console.log('visible');
// s.visible = true;
// }
// s.rotation += 0.01;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
@@ -56,10 +67,13 @@
function render() {
game.debug.renderRectangle(game.world.camera.view, 'rgba(200,0,0,0.2)');
game.debug.renderRectangle(s.bounds);
// game.debug.renderRectangle(game.world.camera.view, 'rgba(200,0,0,0.2)');
// game.debug.renderRectangle(s.bounds);
game.debug.renderSpriteCorners(s, true);
game.debug.renderSpriteInfo(s, 32, 32);
game.debug.renderSpriteInfo(s, 400, 32);
game.debug.renderWorldTransformInfo(s, 32, 32);
// game.debug.renderLocalTransformInfo(s, 200, 32);
game.debug.renderCameraInfo(game.world.camera, 32, 200);
}