Text converted and a couple of examples created. Using new extend system, so much smaller classes now.

This commit is contained in:
Richard Davey
2013-09-03 06:02:47 +01:00
parent 5acb4e9f1b
commit 8a90a87492
9 changed files with 124 additions and 34 deletions
+3 -19
View File
@@ -8,25 +8,10 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
frame = frame || null;
Phaser.Sprite.call(this, game, x, y, key, frame);
PIXI.TilingSprite.call(this);
this.texture = PIXI.TextureCache[key];
/**
* The width of the tiling sprite
*
* @property width
* @type Number
*/
this.width = width;
/**
* The height of the tiling sprite
*
* @property height
* @type Number
*/
this.height = height;
PIXI.TilingSprite.call(this, this.texture, width, height);
/**
* The scaling of the image that is being tiled
@@ -34,7 +19,7 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
* @property tileScale
* @type Point
*/
this.tileScale = new Phaser.Point(1,1);
this.tileScale = new Phaser.Point(1, 1);
/**
* The offset position of the image that is being tiled
@@ -42,11 +27,10 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
* @property tilePosition
* @type Point
*/
this.tilePosition = new Phaser.Point(0,0);
this.tilePosition = new Phaser.Point(0, 0);
};
// Extend Phaser.Sprite and PIXI.TilingSprite
Phaser.TileSprite.prototype = Phaser.Utils.extend(true, PIXI.TilingSprite.prototype, Phaser.Sprite.prototype);
Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;