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TilemapLayer swapped to use full Phaser.Sprite to allow for input events, bringToTop, etc.
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Lines changed: 3 additions & 23 deletions

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src/tilemap/TilemapLayer.js

Lines changed: 3 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -12,15 +12,7 @@
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* By default TilemapLayers have fixedToCamera set to `true`. Changing this will break Camera follow and scrolling behavior.
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*
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* @class Phaser.TilemapLayer
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* @extends PIXI.Sprite
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* @extends Phaser.Component.Core
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* @extends Phaser.Component.Bounds
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* @extends Phaser.Component.BringToTop
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* @extends Phaser.Component.Destroy
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* @extends Phaser.Component.FixedToCamera
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* @extends Phaser.Component.InputEnabled
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* @extends Phaser.Component.Reset
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* @extends Phaser.Component.Smoothed
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* @extends Phaser.Sprite
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
@@ -33,9 +25,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
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width |= 0;
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height |= 0;
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PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
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Phaser.Component.Core.init.call(this, game, 0, 0, null, null);
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Phaser.Sprite.call(this, game, 0, 0);
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/**
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* The Tilemap to which this layer is bound.
@@ -266,19 +256,9 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
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};
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Phaser.TilemapLayer.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype);
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Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
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Phaser.Component.Core.install.call(Phaser.TilemapLayer.prototype, [
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'Bounds',
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'BringToTop',
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'Destroy',
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'FixedToCamera',
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'InputEnabled',
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'Reset',
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'Smoothed'
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]);
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Phaser.TilemapLayer.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**

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