Robominister Posted October 12, 2016 Share Posted October 12, 2016 In Phaser, I want to create a TileSprite, that tiles in a single direction only (ie: horizontally). I also want to control the vertical proportion of my screen space that the sprite is drawn to. My questions are: 1) is there some API method to do this that doesn't involve TileScale? 2) If (1) is false, is there a way to access the source dimensions in pixels of the underlying sub-texture that I am using for the tile sprite? Let's say I create the tile sprite like this: var tileSprite = game.add.tileSprite(0, 0, game.world.width, game.world.height * 0.3, 'mySheet', 'myTextureId'); Then, to have the sprite tiled only in the horizontal dimension, I need the texture scaled up appropriately (the TileSprite occupies 30% of the screens vertical space) Unless I missed something, the only API I can find relating to this is to set the tileScale property. So, I could do this like so var newTileScale = tileSprite.height / originalTextureHeight; tileSprite.tileScale.setTo(newTileScale); I have already tried this and it works fine, but I have to set originalTextureHeight as a constant value (the height I know the texture was). The moment the dimensions of that graphic get changed, this method no longer works as intended. Can anyone point me to some useful API I might have missed, or is this really the only way to achieve this effect at the moment in Phaser? Link to comment Share on other sites More sharing options...
samme Posted October 12, 2016 Share Posted October 12, 2016 I think you can use tileSprite.tileScale.setTo(tileSprite.height / tileSprite.texture.height); Link to comment Share on other sites More sharing options...
Robominister Posted October 14, 2016 Author Share Posted October 14, 2016 Thanks samme, I actually found this property quickly after I posted the question! Interestingly, I had an issue though: I was creating a series of tilesprites for a background (all from the same spritesheet), and for one of them, sprite.texture.height was reporting the height of the whole texture atlas graphic (as opposed to the sub-texture that was being shown). I couldn't see a reason (and didn't investigate further to see if I had found an issu in the Phaser build I am using). All the other tilesprite's had the correct texture.height reported. Switching to using sprite.texture.frame.height resolved the issue. Link to comment Share on other sites More sharing options...
samme Posted November 16, 2016 Share Posted November 16, 2016 Not tested // Scale the texture to fit {count} tiles in the sprite's height Phaser.TileSprite.prototype.scaleTileToHeight = function(count) { if (count == null) { count = 1; } this.tileScale.set(this.height / this.texture.frame.height / count); return this; }; // Scale the texture to fit {count} tiles in the sprite's width Phaser.TileSprite.prototype.scaleTileToWidth = function(count) { if (count == null) { count = 1; } this.tileScale.set(this.width / this.texture.frame.width / count); return this; }; // Scale the texture to fit at least(?) {count} tiles in each dimension Phaser.TileSprite.prototype.scaleTileToMax = function(count) { var x, y; if (count == null) { count = 1; } x = this.width / this.texture.frame.width / count; y = this.height / this.texture.frame.height / count; this.tileScale.set(Math.max(x, y)); return this; }; // Scale the texture to fit at most(?) {count} tiles in each dimension Phaser.TileSprite.prototype.scaleTileToMin = function(count) { var x, y; if (count == null) { count = 1; } x = this.width / this.texture.frame.width / count; y = this.height / this.texture.frame.height / count; this.tileScale.set(Math.min(x, y)); return this; }; Link to comment Share on other sites More sharing options...
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