cykod / Quintus

HTML5 Game Engine
http://html5quintus.com
GNU General Public License v2.0
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TileLayer debug/debugFill collison mesh broken #9

Open timcooper opened 11 years ago

timcooper commented 11 years ago

Using debug and debugFill with a TileLayer on the stage renders a single large rectangular collision mesh off to the side, rather than around the collision tiles.

ghost commented 10 years ago

@timcooper I know this is old, but i think rendering the rectangles on each tile will cause a high performance problem, because it has to redraw them on each frame plus redrawing the images of each tile. So it's better to have TileLayer to represent all the tiles.

The fact that is off to the side might be the real issue.