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
+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.