Merge pull request #239 from jcd-as/dev

move TilemapLayer positioning/rendering to postUpdate to be in line with...
This commit is contained in:
Richard Davey
2013-12-01 04:50:39 -08:00
2 changed files with 7 additions and 5 deletions
+2 -2
View File
@@ -113,6 +113,8 @@ Phaser.World.prototype.update = function () {
*/
Phaser.World.prototype.postUpdate = function () {
this.camera.update();
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
@@ -128,8 +130,6 @@ Phaser.World.prototype.postUpdate = function () {
}
while (currentNode != this.game.stage._stage.last._iNext)
}
this.camera.update();
}
/**
+5 -3
View File
@@ -279,13 +279,15 @@ Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.TilemapLayer.pr
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
/**
* Automatically called by World.preUpdate. Handles cache updates.
* Automatically called by World.postUpdate. Handles cache updates.
*
* @method Phaser.TilemapLayer#update
* @method Phaser.TilemapLayer#postUpdate
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.update = function () {
Phaser.TilemapLayer.prototype.postUpdate = function () {
Phaser.Sprite.prototype.postUpdate.call( this );
this.scrollX = this.game.camera.x * this.scrollFactorX;
this.scrollY = this.game.camera.y * this.scrollFactorY;