mirror of
https://github.com/wassname/phaser.git
synced 2026-07-12 00:50:45 +08:00
TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges.
This commit is contained in:
@@ -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.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user