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https://github.com/smallmain/cocos-enhance-kit.git
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64 lines
2.7 KiB
JavaScript
64 lines
2.7 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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Object.assign(cc.Sprite.__assembler__.Tiled.prototype, {
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updateWorldVerts (sprite) {
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let renderData = this._renderData;
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let local = this._local;
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let localX = local.x, localY = local.y;
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let world = renderData.vDatas[0];
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let { row, col } = this;
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let x, x1, y, y1;
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let floatsPerVert = this.floatsPerVert;
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let vertexOffset = 0;
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for (let yindex = 0, ylength = row; yindex < ylength; ++yindex) {
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y = localY[yindex];
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y1 = localY[yindex + 1];
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for (let xindex = 0, xlength = col; xindex < xlength; ++xindex) {
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x = localX[xindex];
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x1 = localX[xindex + 1];
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// lb
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world[vertexOffset] = x;
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world[vertexOffset + 1] = y;
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vertexOffset += floatsPerVert;
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// rb
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world[vertexOffset] = x1;
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world[vertexOffset + 1] = y;
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vertexOffset += floatsPerVert;
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// lt
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world[vertexOffset] = x;
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world[vertexOffset + 1] = y1;
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vertexOffset += floatsPerVert;
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// rt
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world[vertexOffset] = x1;
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world[vertexOffset + 1] = y1;
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vertexOffset += floatsPerVert;
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}
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}
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},
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});
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