Preparing to merge new examples.

This commit is contained in:
photonstorm
2013-10-07 22:15:19 +01:00
parent d4149a8f9a
commit 1bc6ac25fa
3 changed files with 19 additions and 5 deletions
+8 -2
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@@ -54,8 +54,8 @@ Version 1.0.7 (in progress in the dev branch)
* Added Sprite.play as a handy short-cut to play an animation already loaded onto a Sprite.
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Change: When you swap State all active tweens are now purged.
* BUG: Loader conflict if 2 keys are the same even if they are in different packages (i.e. "title" for picture and audio).
* Change: When you start a new State all active tweens are now purged.
* BUG: Loader conflict if 2 keys are the same even if they are in different packages (i.e. you can't use "title" for both and image and sound file).
* Fixed Particle Emitters when using Emitter width/height (thanks XekeDeath)
* Made animation looping more robust when skipping frames (thanks XekeDeath)
* Fix for incorrect new particle positioning (issue #73) (thanks cottonflop)
@@ -89,8 +89,14 @@ Version 1.0.7 (in progress in the dev branch)
* Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
* Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
* Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
* Fixed issue in Group.countLiving / countDead where the value was off by one (thanks mjablonski)
* TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/)
* TODO: d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
* TODO: more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
* TODO: addMarker hh:mm:ss:ms
* TODO: swap state (non-destructive shift)
Version 1.0.6 (September 24th 2013)
+10 -2
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@@ -807,7 +807,7 @@ Phaser.Group.prototype = {
*/
countLiving: function () {
var total = -1;
var total = 0;
if (this._container.children.length > 0 && this._container.first._iNext)
{
@@ -824,6 +824,10 @@ Phaser.Group.prototype = {
}
while (currentNode != this._container.last._iNext);
}
else
{
total = -1;
}
return total;
@@ -837,7 +841,7 @@ Phaser.Group.prototype = {
*/
countDead: function () {
var total = -1;
var total = 0;
if (this._container.children.length > 0 && this._container.first._iNext)
{
@@ -854,6 +858,10 @@ Phaser.Group.prototype = {
}
while (currentNode != this._container.last._iNext);
}
else
{
total = -1;
}
return total;
+1 -1
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@@ -298,7 +298,7 @@ Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called by World.update. You can create your own update in Objects that extend Phaser.Sprite.
* Automatically called by World.preUpdate. You can create your own update in Objects that extend Phaser.Sprite.
* @method Phaser.Sprite.prototype.preUpdate
*/
Phaser.Sprite.prototype.preUpdate = function() {