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