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Merge branch 'master' of https://github.com/photonstorm/phaser
2 parents bb7b99a + dade336 commit 39a838f

3 files changed

Lines changed: 21 additions & 4 deletions

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src/gameobjects/GameObject.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -378,7 +378,7 @@ var GameObject = new Class({
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{
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if (this.input)
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{
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this.input.enabled = (this.input.enabled) ? false : true;
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this.input.enabled = false;
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}
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return this;

src/gameobjects/particles/ParticleEmitter.js

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Original file line numberDiff line numberDiff line change
@@ -635,7 +635,7 @@ var ParticleEmitter = new Class({
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/**
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* Controls if the emitter is currently emitting a particle flow (when frequency >= 0).
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* Already alive particles will continue to update until they expire.
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* Controlled by {@link Phaser.GameObjects.Particles.ParticleEmitter#start}.
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* Controlled by {@link Phaser.GameObjects.Particles.ParticleEmitter#start} and {@link Phaser.GameObjects.Particles.ParticleEmitter#stop}.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#on
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* @type {boolean}
@@ -1862,6 +1862,21 @@ var ParticleEmitter = new Class({
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return this;
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},
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/**
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* Turns {@link Phaser.GameObjects.Particles.ParticleEmitter#on off} the emitter.
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*
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* @method Phaser.GameObjects.Particles.ParticleEmitter#stop
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* @since 3.11.0
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*
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* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
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*/
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stop: function ()
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{
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this.on = false;
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return this;
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},
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/**
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* {@link Phaser.GameObjects.Particles.ParticleEmitter#active Deactivates} the emitter.
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*

src/tilemaps/components/CullTiles.js

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -70,8 +70,10 @@ var CullTiles = function (layer, camera, outputArray)
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continue;
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}
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var tileX = tile.pixelX * a + tile.pixelY * c + e;
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var tileY = tile.pixelX * b + tile.pixelY * d + f;
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var tilePixelX = (tile.pixelX + tilemapLayer.x);
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var tilePixelY = (tile.pixelY + tilemapLayer.y);
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var tileX = (tilePixelX * a + tilePixelY * c + e);
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var tileY = (tilePixelX * b + tilePixelY * d + f);
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if (tile.visible &&
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tileX >= tCullX &&

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