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August 29, 2015 14:00
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Iso fix
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/** | |
* Renders the tiles to the layer canvas and pushes to the display. | |
* @method Phaser.TilemapLayer#render | |
* @memberof Phaser.TilemapLayer | |
*/ | |
Phaser.TilemapLayer.prototype.render = function () { | |
if (this.layer.dirty) | |
{ | |
this.dirty = true; | |
} | |
if (!this.dirty || !this.visible) | |
{ | |
return; | |
} | |
this._mc.prevX = this._mc.dx; | |
this._mc.prevY = this._mc.dy; | |
this._mc.dx = this._mc.x + ((this.map.width * this.map.tileWidth) / 2); | |
this._mc.dy = -(this._mc.y); | |
this._mc.tx = this._mc.dx; | |
this._mc.ty = this._mc.dy; | |
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); | |
this.context.fillStyle = this.tileColor; | |
var tile; | |
var set; | |
if (this.debug) | |
{ | |
this.context.globalAlpha = this.debugAlpha; | |
} | |
this._mc.dy = this._mc.ty; | |
for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++) | |
{ | |
this._column = this.layer.data[y]; | |
this._mc.dx = this._mc.tx; | |
for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++) | |
{ | |
if (this._column[x]) | |
{ | |
tile = this._column[x]; | |
set = this.map.tilesets[this.map.tiles[tile.index][2]]; | |
if (this.debug === false && tile.alpha !== this.context.globalAlpha) | |
{ | |
this.context.globalAlpha = tile.alpha; | |
} | |
set.draw(this.context, Math.floor(this._mc.tx), Math.floor(this._mc.ty), tile.index); | |
if(x > 5){ | |
//return; | |
} | |
if (tile.debug) | |
{ | |
this.context.fillStyle = 'rgba(0, 255, 0, 0.4)'; | |
this.context.fillRect(Math.floor(this._mc.tx), Math.floor(this._mc.ty), this.map.tileWidth, this.map.tileHeight); | |
} | |
} | |
this._mc.tx += this.map.tileWidth / 2; | |
this._mc.ty += this.map.tileHeight / 2; | |
} | |
this._mc.tx = this._mc.dx - this.map.tileWidth / 2; | |
this._mc.ty = this._mc.dy + this.map.tileHeight / 2 + (y * (this.map.tileHeight / 2)); | |
} | |
if (this.debug) | |
{ | |
this.context.globalAlpha = 1; | |
this.renderDebug(); | |
} | |
if (this.game.renderType === Phaser.WEBGL) | |
{ | |
// PIXI.updateWebGLTexture(this.baseTexture, renderSession.gl); | |
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl); | |
} | |
this.dirty = false; | |
this.layer.dirty = false; | |
return true; | |
}; |
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