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loading graphic layers works with right order
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parent
522b5092f5
commit
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6 changed files with 132 additions and 33 deletions
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@ -88,6 +88,13 @@ function (Parent, Settings, Nc, PIXI, AbstractLayer) {
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return paths;
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};
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Level.prototype.setupLayer = function(options, behind, referenceId) {
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Parent.prototype.setupLayer.call(this, options, behind, referenceId);
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console.log(options.layerId, behind, referenceId);
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Nc.trigger(Nc.ns.client.view.layer.createAndInsert, options.layerId, 1, behind, referenceId);
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};
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/*
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Level.prototype.createItems = function(options) {
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options.layerId = AbstractLayer.ID.ITEM;
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Nc.trigger(Nc.ns.client.view.layer.createAndInsert, options.layerId, 1, AbstractLayer.ID.SPAWN, true);
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@ -110,5 +117,10 @@ function (Parent, Settings, Nc, PIXI, AbstractLayer) {
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Parent.prototype.createSpawnPoints.call(this, options);
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};
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Level.prototype.createContainer = function(options) {
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Parent.prototype.createContainer.call(this, options);
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};
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*/
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return Level;
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});
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@ -1,9 +1,10 @@
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define([
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"Game/Core/Loader/TiledLevel",
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"Game/Config/Settings"
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"Game/Config/Settings",
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"Lib/Utilities/NotificationCenter",
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],
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function (Parent, Settings) {
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function (Parent, Settings, Nc) {
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function TiledLevel(uid, engine, gameObjects) {
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this.layerId = "background";
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@ -55,12 +56,38 @@ function (Parent, Settings) {
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paths.push(texturePath);
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};
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// FIXME: iterate through image layers and add images
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var background = this.getLayer(levelData, "background");
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paths.push(Settings.MAPS_PATH + background.image);
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return paths;
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}
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TiledLevel.prototype.setupLayer = function(options, behind, referenceId) {
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Parent.prototype.setupLayer.call(this, options, behind, referenceId);
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// So far only one image per layer is possible because of Tiled editor
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if (options.type == "imagelayer") {
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var texturePath = Settings.MAPS_PATH + options.image;
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var callback = function(mesh) {
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Nc.trigger(Nc.ns.client.view.mesh.add, options.layerId, mesh);
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}
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Nc.trigger(Nc.ns.client.view.mesh.create,
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options.layerId,
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texturePath,
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callback,
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{
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x: 200
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}
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);
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}
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};
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TiledLevel.prototype.addBackground = function(options) {
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var texturePath = Settings.GRAPHICS_PATH + options.image;
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