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Fixed createInternalLayer loop.
1 parent cff2886 commit 49fb798

1 file changed

Lines changed: 10 additions & 4 deletions

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src/tilemap/Tilemap.js

Lines changed: 10 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -615,11 +615,11 @@ Phaser.Tilemap.prototype = {
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}
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// Create the internal layers for different tilesets using this one as a base description
618-
for (var i = 1, l = this.tilesets.length; i < l; i++)
618+
for (var i = 1; i < this.tilesets.length; i++)
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{
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var ts = this.tilesets[i];
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var li = this.layers[index];
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this.createInternalLayer("_internal" + i.toString(), ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
622+
this.createInternalLayer('layer' + index + '_internal_' + i.toString(), ts, li.width, li.height, ts.tileWidth, ts.tileHeight, group);
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}
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if (this.game.renderType === Phaser.WEBGL)
@@ -692,18 +692,22 @@ Phaser.Tilemap.prototype = {
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for (var y = 0; y < height; y++)
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{
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row = [];
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for (var x = 0; x < width; x++)
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{
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// get the equivalent tile from this Tilemap
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var tile = this.layers[0].data[y][x];
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// find out which tileset it is in
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var setIndex = this.tiles[tile.index] && this.tiles[tile.index][2];
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var ts = this.tilesets[setIndex];
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// is it one of the ones we want to move?
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if ( ts == tileset )
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if (ts === tileset)
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{
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// move the tile to this new layer
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row.push( tile );
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// erase it from the original (mixed tileset) layer
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this.layers[0].data[y][x] = new Phaser.Tile(layer, -1, x, y, tileWidth, tileHeight);
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}
@@ -735,14 +739,16 @@ Phaser.Tilemap.prototype = {
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}
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var output;
738-
if ( this.game.renderType === Phaser.WEBGL )
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if (this.game.renderType === Phaser.WEBGL)
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{
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output = new Phaser.TilemapLayerGL(this.game, this, this.layers.length - 1, w, h);
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}
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else
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{
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output = new Phaser.TilemapLayer(this.game, this, this.layers.length - 1, w, h);
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}
751+
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output.name = name;
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return group.add(output);

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