Fixed World.scale and Group.scale.

This commit is contained in:
photonstorm
2013-12-03 02:13:57 +00:00
parent 3bfea2101a
commit 42c0bed502
11 changed files with 16 additions and 55 deletions
+3 -1
View File
@@ -54,7 +54,9 @@ Updates:
Bug Fixes:
* TBC
* Cache.getImageKeys returned __missing in the array, now excluded.
* Fixed Group.scale so you can now scale a Group directly.
* Removed World.scale as it was preventing Group.scale from working - you can still scale the world, but you'll need to factor in Input changes yourself.
You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
-6
View File
@@ -2,12 +2,6 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() {
// Enable scaling
game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
game.stage.scale.maxWidth = 1024;
game.stage.scale.maxHeight = 672;
game.stage.scale.refresh();
game.load.image('atari1', 'assets/sprites/atari130xe.png');
game.load.image('atari2', 'assets/sprites/atari800xl.png');
game.load.image('atari4', 'assets/sprites/atari800.png');
-1
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@@ -31,7 +31,6 @@ function create() {
// Now let's create some random sprites and enable them all for drag and 'bring to top'
for (var i = 0; i < 10; i++)
{
var tempSprite = game.add.sprite(game.stage.randomX, game.stage.randomY, 'atari1');
tempSprite.name = 'atari' + i;
+2 -2
View File
@@ -79,8 +79,8 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
displayObject.texture.frame.y,
displayObject.texture.frame.width,
displayObject.texture.frame.height,
(displayObject.anchor.x) * -displayObject.texture.frame.width,
(displayObject.anchor.y) * -displayObject.texture.frame.height,
Math.floor((displayObject.anchor.x) * -displayObject.texture.frame.width),
Math.floor((displayObject.anchor.y) * -displayObject.texture.frame.height),
displayObject.texture.frame.width,
displayObject.texture.frame.height);
}
+5 -2
View File
@@ -77,10 +77,13 @@ Phaser.Group = function (game, parent, name, useStage) {
*/
this.exists = true;
// Replaces the PIXI.Point with a slightly more flexible one.
this._container.scale = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
* @property {Phaser.Point} scale - The scane of the Group container.
*/
this.scale = new Phaser.Point(1, 1);
this.scale = this._container.scale;
/**
* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
+1 -5
View File
@@ -12,6 +12,7 @@
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @class Phaser.World
* @extends Phaser.Group
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
@@ -19,11 +20,6 @@ Phaser.World = function (game) {
Phaser.Group.call(this, game, null, '__world', false);
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
*/
this.scale = new Phaser.Point(1, 1);
/**
* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
-2
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@@ -1101,8 +1101,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
set: function (value) {
console.log('inputEnabled', value, this.input);
if (value)
{
if (this.input.enabled === false)
-32
View File
@@ -28,36 +28,6 @@ Phaser.InputHandler = function (sprite) {
*/
this.enabled = false;
/**
* @property {Description} parent - Description.
* @default
*/
// this.parent = null;
/**
* @property {Description} next - Linked List
* @default
*/
// this.next = null;
/**
* @property {Description} prev - Description.
* @default
*/
// this.prev = null;
/**
* @property {Description} last - Description.
* @default
*/
// this.last = this;
/**
* @property {Description} first - Description.
* @default
*/
// this.first = this;
/**
* @property {number} priorityID - The PriorityID controls which Sprite receives an Input event first if they should overlap.
* @default
@@ -199,8 +169,6 @@ Phaser.InputHandler.prototype = {
*/
start: function (priority, useHandCursor) {
console.log('InputHandler start');
priority = priority || 0;
if (typeof useHandCursor == 'undefined') { useHandCursor = false; }
+1 -1
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@@ -745,7 +745,7 @@ Phaser.Cache.prototype = {
for (var item in array)
{
if (item !== '__default')
if (item !== '__default' && item !== '__missing')
{
output.push(item);
}
+2 -2
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@@ -128,8 +128,8 @@ Phaser.Net.prototype = {
var output = {};
var keyValues = location.search.substring(1).split('&');
for (var i in keyValues) {
for (var i in keyValues)
{
var key = keyValues[i].split('=');
if (key.length > 1)
+2 -1
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@@ -115,7 +115,8 @@ PIXI.Texture.prototype.setFrame = function(frame)
if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
{
throw new Error("Texture Error: frame does not fit inside the base Texture dimensions " + this);
console.log(frame);
throw new Error("Texture Error: frame does not fit inside the base Texture dimensions ", frame);
}
this.updateFrame = true;