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* Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).
* Returns the appropriate tileset for the index, updating the internal cache as required. This should only be called if `tilesets[index]` evaluates to undefined.
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*
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* @method Phaser.TilemapLayer#resolveTileset
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* @private
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* @param {integer} Tile index
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* @return {Phaser.Tileset|null} Returns the associated tileset or null if there is no such mapping.
@@ -622,6 +633,7 @@ Phaser.TilemapLayer.prototype.resolveTileset = function (tileIndex)
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/**
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* The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered.
@@ -637,6 +649,7 @@ Phaser.TilemapLayer.prototype.resetTilesetCache = function ()
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/**
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* Shifts the contents of the canvas - does extra math so that different browsers agree on the result. The specified (x/y) will be shifted to (0,0) after the copy. The newly exposed canvas area will need to be filled in. This method is problematic for transparent tiles.
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*
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* @method Phaser.TilemapLayer#shiftCanvas
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* @private
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* @param {CanvasRenderingContext2D} context - The context to shift
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* @param {integer} x
@@ -677,6 +690,7 @@ Phaser.TilemapLayer.prototype.shiftCanvas = function (context, x, y)
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* Render tiles in the given area given by the virtual tile coordinates biased by the given scroll factor.
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* This will constrain the tile coordinates based on wrapping but not physical coordinates.
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*
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* @method Phaser.TilemapLayer#renderRegion
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* @private
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* @param {integer} scrollX - Render x offset/scroll.
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* @param {integer} scrollY - Render y offset/scroll.
@@ -788,6 +802,7 @@ Phaser.TilemapLayer.prototype.renderRegion = function (scrollX, scrollY, left, t
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/**
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* Shifts the canvas and render damaged edge tiles.
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