TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges.

This commit is contained in:
photonstorm
2013-12-17 05:07:00 +00:00
parent 7917eac255
commit 896e9af9f5
18 changed files with 3500 additions and 194 deletions
+4 -1
View File
@@ -262,13 +262,16 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Creates a new Tilemap Layer object.
* Creates a new Tilemap Layer object. By default TilemapLayers are fixed to the camera.
*
* @method Phaser.GameObjectFactory#tilemapLayer
* @param {number} x - X position of the new tilemapLayer.
* @param {number} y - Y position of the new tilemapLayer.
* @param {number} width - the width of the tilemapLayer.
* @param {number} height - the height of the tilemapLayer.
* @param {Phaser.Tileset|string} tileset - The tile set used for rendering.
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
* @param {number|string} [layer=0] - The layer within the tilemap this TilemapLayer represents.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
*/