From 160a321a3669f1a40b1a5d2f492cbd0531d0df7e Mon Sep 17 00:00:00 2001 From: photonstorm Date: Fri, 1 Nov 2013 17:37:32 +0000 Subject: [PATCH] Updated invaders demo. --- README.md | 2 +- examples/games/invaders.js | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 3e800c73..a3b0c336 100644 --- a/README.md +++ b/README.md @@ -47,7 +47,7 @@ Version 1.1.2 * New: Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous(). * New: Added Tween.isTweening(object) to check if an object is currently being tweened or not (thanks mikehamil10) * New: Added getMagnitude, setMagnitude, normalize and isZero methods to Point (thanks beeglebug) -* New: Group.callAll now supports nested functions and a context, making it really powerful! +* New/Change: Group.callAll now supports nested functions and a context, making it really powerful! * Updated: Fixed a few final bugs in the Sprite body and bounds calculations, in turn this resolved the Tilemap collision issues in the 1.1 release. * Updated: Finished documentation for the Phaser.Button class. * Updated: Fixed the Invaders game sample and enhanced it. diff --git a/examples/games/invaders.js b/examples/games/invaders.js index a39db14d..13b7327b 100644 --- a/examples/games/invaders.js +++ b/examples/games/invaders.js @@ -183,7 +183,7 @@ function enemyHitsPlayer (player,bullet) { if(lives.countLiving()<1){ player.kill(); - enemyBullets.callAll('kill',this); + enemyBullets.callAll('kill'); stateText.content=" GAME OVER \n Click to restart"; stateText.visible=true;