mirror of
https://github.com/wassname/phaser.git
synced 2026-07-05 17:30:19 +08:00
Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
This commit is contained in:
@@ -90,6 +90,11 @@ Phaser.Utils.Debug = function (game) {
|
||||
*/
|
||||
this.currentAlpha = 1;
|
||||
|
||||
/**
|
||||
* @property {boolean} dirty - Does the canvas need re-rendering?
|
||||
*/
|
||||
this.dirty = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Utils.Debug.prototype = {
|
||||
@@ -142,6 +147,11 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.currentAlpha = this.context.globalAlpha;
|
||||
this.columnWidth = columnWidth;
|
||||
|
||||
if (this.sprite && this.dirty)
|
||||
{
|
||||
// this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
}
|
||||
|
||||
this.context.save();
|
||||
this.context.setTransform(1, 0, 0, 1, 0, 0);
|
||||
this.context.strokeStyle = color;
|
||||
|
||||
Reference in New Issue
Block a user