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tile.js 第2833行
if (this.images.length > 1) {
_spritesheet = spritesheets[tile.gid - this.firstgid];
var rect = new egret.Rectangle(0 * (this.tilewidth + this._spacing) + this._spacing, 0 * (this.tileheight + this._margin) + this._margin, this.tilewidth, this.tileheight);
}
else {
_spritesheet = spritesheets[0];
var rect = new egret.Rectangle((id % this.horizontalTileCount) * (this.tilewidth + this._spacing) + this._spacing, (Math.floor(id / this.horizontalTileCount)) * (this.tileheight + this._margin) + this._margin, this.tilewidth, this.tileheight);
}
可以看到你算rect的x位置时,代码用的是编号x间距+间距,y位置时则是编号x边距+边距
但实际上无论x还是y,都应该是编号x间距+边距(间距是两个图块直接的距离,边距是所有图块和纹理集边缘的距离),否则除非边距和间距相等,否则排版一定出现问题(结果是拼接出的地图到处都是黑线,无法互相贴合)
应该改成
if (this.images.length > 1) {
_spritesheet = spritesheets[tile.gid - this.firstgid];
var rect = new egret.Rectangle(0 * (this.tilewidth + this._spacing) + this._margin, 0 * (this.tileheight + this._spacing) + this._margin, this.tilewidth, this.tileheight);
}
else {
_spritesheet = spritesheets[0];
var rect = new egret.Rectangle((id % this.horizontalTileCount) * (this.tilewidth + this._spacing) + this._margin, (Math.floor(id / this.horizontalTileCount)) * (this.tileheight + this._spacing) + this._margin, this.tilewidth, this.tileheight);
}