mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
BitmapData object added
This commit is contained in:
@@ -41,6 +41,8 @@ Change Log
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Version 1.1.3 - in build
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* New: The object returned by Math.sinCosGenerator now contains a length property.
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* New: Phaser.BitmapData object. Can be used as a texture for a Sprite or Tiling Sprite. See the new examples and docs for details.
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* New: RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
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* New: Implementing PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
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* New: Added scrollFactorX/scrollFactorY to TilemapLayers (thanks jcd-as)
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+1
-1
@@ -59,7 +59,6 @@
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<script src="../src/pixi/textures/BaseTexture.js"></script>
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<script src="../src/pixi/textures/Texture.js"></script>
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<script src="../src/pixi/textures/RenderTexture.js"></script>
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<script src="../src/pixi/utils/EventTarget.js"></script>
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<script src="../src/pixi/utils/Polyk.js"></script>
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@@ -91,6 +90,7 @@
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<script src="../src/gameobjects/Sprite.js"></script>
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<script src="../src/gameobjects/TileSprite.js"></script>
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<script src="../src/gameobjects/Text.js"></script>
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<script src="../src/gameobjects/BitmapData.js"></script>
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<script src="../src/gameobjects/BitmapText.js"></script>
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<script src="../src/gameobjects/Button.js"></script>
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<script src="../src/gameobjects/Graphics.js"></script>
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@@ -52,6 +52,7 @@ function create() {
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sprite = game.add.sprite(450, 80, 'phaser');
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sprite.anchor.setTo(0.5, 0.5);
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sprite.angle = 45;
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game.camera.follow(sprite);
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// game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);
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@@ -111,7 +112,7 @@ function update() {
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function render() {
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// game.debug.renderSpriteCorners(sprite);
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game.debug.renderSpriteBounds(sprite);
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// game.debug.renderSpriteInfo(sprite, 32, 32);
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// game.debug.renderSpriteCoords(sprite, 32, 32);
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@@ -0,0 +1,82 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('coke', 'assets/sprites/cokecan.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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}
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var bmd;
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function create() {
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bmd = game.add.bitmapData('ball', 32, 64);
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console.log(bmd);
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// And apply it to 100 randomly positioned sprites
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for (var i = 0; i < 100; i++)
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{
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game.add.sprite(game.world.randomX - 32, game.world.randomY - 64, bmd);
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}
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// Populate the wave with some data
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waveData = game.math.sinCosGenerator(32, 8, 8, 2);
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}
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function update() {
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bmd.clear();
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updateWobblyBall();
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}
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// This creates a simple sine-wave effect running through our DynamicTexture.
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// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
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var waveSize = 8;
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var wavePixelChunk = 2;
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var waveData;
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var waveDataCounter;
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function updateWobblyBall()
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{
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var s = 0;
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var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
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var copyPoint = { x: 0, y: 0 };
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for (var x = 0; x < 32; x += wavePixelChunk)
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{
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copyPoint.x = x;
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copyPoint.y = waveSize + (waveSize / 2) + waveData.sin[s];
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bmd.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
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copyRect.x += wavePixelChunk;
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s++;
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}
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// Cycle through the wave data - this is what causes the image to "undulate"
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game.math.shift(waveData.sin);
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waveDataCounter++;
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if (waveDataCounter == waveData.length)
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{
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waveDataCounter = 0;
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}
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}
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function render() {
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bmd.render();
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}
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@@ -77,7 +77,6 @@
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<meta charset="UTF-8" />
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<title>phaser</title>
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<base href="../"></base>
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<script src="http://cdnjs.cloudflare.com/ajax/libs/gsap/1.10.3/TweenMax.min.js"></script>
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<?php
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require('../../build/config.php');
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@@ -29,6 +29,7 @@ var Phaser = Phaser || {
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TILEMAPLAYER: 10,
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EMITTER: 11,
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POLYGON: 12,
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BITMAPDATA: 13,
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NONE: 0,
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LEFT: 1,
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@@ -0,0 +1,100 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Creates a new `BitmapData` object.
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*
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* @class Phaser.BitmapData
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {string} [key] - A key the BitmapData will use when added to the Phaser.Cache. If none is given a UUID is generated.
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* @param {number} [width=256] - The width of the BitmapData in pixels.
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* @param {number} [height=256] - The height of the BitmapData in pixels.
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*/
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Phaser.BitmapData = function (game, key, width, height) {
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if (typeof key === 'undefined') { key = 'bitmapData' . game.rnd.uuid(); }
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if (typeof width === 'undefined') { width = 256; }
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if (typeof height === 'undefined') { height = 256; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {string} name - The name of the BitmapData.
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*/
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this.name = key;
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/**
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* @property {number} width - The width of the BitmapData in pixels.
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*/
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this.width = width;
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/**
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* @property {number} height - The height of the BitmapData in pixels.
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*/
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this.height = height;
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/**
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* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
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* @default
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*/
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this.canvas = Phaser.Canvas.create(width, height);
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/**
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* @property {HTMLCanvasContextElement} context - The 2d context of the canvas.
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* @default
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
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* @default
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*/
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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/**
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* @property {PIXI.Texture} texture - The PIXI.Texture.
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* @default
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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/**
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* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
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* @default
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*/
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this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.BITMAPDATA;
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}
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Phaser.BitmapData.prototype = {
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clear: function () {
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this.context.clearRect(0, 0, this.width, this.height);
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},
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render: function () {
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// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
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if (this.game.renderType == Phaser.WEBGL)
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{
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PIXI.texturesToUpdate.push(this.baseTexture);
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}
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}
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}
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@@ -274,6 +274,23 @@ Phaser.GameObjectFactory.prototype = {
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return texture;
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},
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/**
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* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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*
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* @method Phaser.GameObjectFactory#bitmapData
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* @param {string} [key] - A key the BitmapData will use when added to the Phaser.Cache. If none is given a UUID is generated.
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* @param {number} [width=256] - The width of the BitmapData in pixels.
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* @param {number} [height=256] - The height of the BitmapData in pixels.
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* @return {Phaser.BitmapData} The newly created BitmapData object.
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*/
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bitmapData: function (key, width, height) {
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var bmd = new Phaser.BitmapData(this.game, key, width, height);
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return this.game.cache.addBitmapData(bmd.name, bmd);
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}
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};
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@@ -15,7 +15,7 @@
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the Sprite at.
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* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.Sprite = function (game, x, y, key, frame) {
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@@ -89,7 +89,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.input = new Phaser.InputHandler(this);
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/**
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* @property {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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*/
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this.key = key;
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@@ -104,6 +104,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else if (key instanceof Phaser.BitmapData)
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{
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PIXI.Sprite.call(this, key.texture, key.textureFrame);
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this.currentFrame = key.textureFrame;
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}
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else if (key instanceof PIXI.Texture)
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{
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PIXI.Sprite.call(this, key);
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+43
-2
@@ -62,6 +62,12 @@ Phaser.Cache = function (game) {
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*/
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this._tilesets = {};
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/**
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* @property {object} _bitmapDatas - BitmapData key-value container.
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* @private
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*/
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this._bitmapDatas = {};
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this.addDefaultImage();
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/**
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@@ -86,12 +92,27 @@ Phaser.Cache.prototype = {
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},
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/**
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* Add a BitmapData object in to the cache.
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* @method Phaser.Cache#addBitmapData
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* @param {string} key - Asset key for this BitmapData.
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* @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.
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* @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.
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*/
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addBitmapData: function (key, bitmapData) {
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this._bitmapDatas[key] = bitmapData;
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return bitmapData;
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},
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/**
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* Add a new Phaser.RenderTexture in to the cache.
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*
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* @method Phaser.Cache#addRenderTexture
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* @param {string} key - The unique key by which you will reference this object.
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* @param {Phaser.Texture} textue - The texture to use as the base of the RenderTexture.
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* @param {Phaser.Texture} texture - The texture to use as the base of the RenderTexture.
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*/
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addRenderTexture: function (key, texture) {
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@@ -364,7 +385,7 @@ Phaser.Cache.prototype = {
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},
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/**
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* Get acanvas object from the cache by its key.
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* Get a canvas object from the cache by its key.
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*
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* @method Phaser.Cache#getCanvas
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* @param {string} key - Asset key of the canvas you want.
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@@ -378,6 +399,25 @@ Phaser.Cache.prototype = {
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}
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return null;
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},
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/**
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* Get a BitmapData object from the cache by its key.
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*
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* @method Phaser.Cache#getBitmapData
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* @param {string} key - Asset key of the BitmapData object you want.
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* @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
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*/
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getBitmapData: function (key) {
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if (this._bitmapDatas[key])
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{
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return this._bitmapDatas[key];
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}
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return null;
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},
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/**
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@@ -413,6 +453,7 @@ Phaser.Cache.prototype = {
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}
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return null;
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},
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/**
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+1
-1
@@ -938,7 +938,7 @@ Phaser.Math = {
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}
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return { sin: sinTable, cos: cosTable };
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return { sin: sinTable, cos: cosTable, length: length };
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},
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+43
-20
@@ -249,52 +249,75 @@ Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
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* @param {number} x - x coordinate in camera space
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* @return {number} x coordinate in scrollFactor-adjusted dimensions
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*/
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Phaser.TilemapLayer.prototype._fixX = function( x )
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{
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if( this.scrollFactorX === 1 )
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return x;
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Phaser.TilemapLayer.prototype._fixX = function(x) {
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if (this.scrollFactorX === 1)
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{
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return x;
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}
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var left_edge = x - (this._x / this.scrollFactorX);
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return this._x + left_edge;
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};
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}
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/**
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* Take an x coordinate that _does_ account for scrollFactorY and 'unfix' it
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* back to camera space. Used primarily internally
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* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
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* @return {number} x coordinate in camera space
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*/
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Phaser.TilemapLayer.prototype._unfixX = function( x )
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{
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if( this.scrollFactorX === 1 )
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return x;
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Phaser.TilemapLayer.prototype._unfixX = function(x) {
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if (this.scrollFactorX === 1)
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{
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return x;
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}
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var left_edge = x - this._x;
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return (this._x / this.scrollFactorX) + left_edge;
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};
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}
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/**
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* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it
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* into a scrolled local space. Used primarily internally
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* @param {number} y - y coordinate in camera space
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* @return {number} y coordinate in scrollFactor-adjusted dimensions
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*/
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Phaser.TilemapLayer.prototype._fixY = function( y )
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{
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if( this.scrollFactorY === 1 )
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return y;
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Phaser.TilemapLayer.prototype._fixY = function(y) {
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if (this.scrollFactorY === 1)
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{
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return y;
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}
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var top_edge = y - (this._y / this.scrollFactorY);
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return this._y + top_edge;
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};
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||||
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}
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||||
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/**
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* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it
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||||
* back to camera space. Used primarily internally
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||||
* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
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||||
* @return {number} y coordinate in camera space
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||||
*/
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Phaser.TilemapLayer.prototype._unfixY = function( y )
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{
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if( this.scrollFactorY === 1 )
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return y;
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Phaser.TilemapLayer.prototype._unfixY = function(y) {
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||||
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if (this.scrollFactorY === 1)
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{
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return y;
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}
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||||
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||||
var top_edge = y - this._y;
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||||
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||||
return (this._y / this.scrollFactorY) + top_edge;
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||||
};
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||||
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||||
}
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||||
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||||
/**
|
||||
* Convert a pixel value to a tile coordinate.
|
||||
|
||||
Reference in New Issue
Block a user