Get AS fringing actually working. We end up with a double-layer of sprites on the base tiles for the background as one and all the fringing as another. This is definitely pretty slow in the debug player, so still need to track down what's spending all that time.

git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@954 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
Mike Thomas
2010-07-15 19:03:55 +00:00
parent 6a064af9dc
commit 3d70c731a5
13 changed files with 172 additions and 39 deletions
@@ -53,13 +53,18 @@ public class FringeConfiguration
*/
public function fringesOn (first :int, second :int) :int
{
// Short-circuit if we're fringing on ourselves.
if (first == second) {
return -1;
}
var f1 :FringeRecord = _frecs.get(first);
// we better have a fringe record for the first
if (null != f1) {
// it had better have some tilesets defined
if (f1.tilesets.size() > 0) {
if (f1.tilesets.length > 0) {
var f2 :FringeRecord = _frecs.get(second);
@@ -81,7 +86,23 @@ public class FringeConfiguration
public function getFringe (baseset :int, hashValue :int) :FringeTileSetRecord
{
var f :FringeRecord = _frecs.get(baseset);
return f.tilesets.get(hashValue % f.tilesets.size());
return f.tilesets[hashValue % f.tilesets.length];
}
/**
* Returns all the tilesets used to fringe with this baseset.
*/
public function getFringeSets (baseset :int) :Array
{
var f :FringeRecord = _frecs.get(baseset);
if (f == null) {
return [];
} else {
return f.tilesets.map(
function (element :FringeTileSetRecord, index:int, arr:Array) :int {
return element.fringe_tsid;
});
}
}
/** The mapping from base tileset id to fringerecord. */