mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child. * Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
This commit is contained in:
@@ -67,7 +67,9 @@ Version 1.0.7 (in progress in the dev branch)
|
||||
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
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||||
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
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* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
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||||
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* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
|
||||
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
|
||||
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
|
||||
|
||||
|
||||
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||||
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||||
+38
-13
@@ -1,15 +1,14 @@
|
||||
<a href="http://yui.2clics.net/">Minify it</a><br />
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||||
|
||||
<textarea style="width: 800px; height: 800px">
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||||
<?php
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date_default_timezone_set('Europe/London');
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||||
// Get the version number
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// VERSION: '1.0.5',
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$vf = file_get_contents('../src/Phaser.js');
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$vf = file_get_contents(dirname(__FILE__) . '/../src/Phaser.js');
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$version = substr($vf, strpos($vf, 'VERSION: ') + 10, 5);
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$buildLog = "Building version $version \n\n";
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$header = "";
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echo "Building version $version \n\n";
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$js = file('../examples/js.php');
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$js = file(dirname(__FILE__) . '/../examples/js.php');
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$output = "";
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||||
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for ($i = 0; $i < count($js); $i++)
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@@ -20,10 +19,10 @@
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if (strpos($line, '<script') !== false)
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{
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$line = str_replace('<script src="', '', $line);
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$line = str_replace('"></script>', '', $line);
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$line = dirname(__FILE__) . DIRECTORY_SEPARATOR . str_replace('"></script>', '', $line);
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$filename = substr($line, strrpos($line, '/') + 1);
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echo $line . "\n";
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$buildLog .= $line . "\n";
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// echo $filename . "\n";
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// Read the file in
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@@ -36,15 +35,41 @@
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// {version}
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$source = str_replace('{version}', $version, $source);
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}
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$output .= $source . "\n";
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// Set the header
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$header = $source;
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} else {
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$output .= $source . "\n";
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}
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}
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}
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//echo $output;
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// Create a UMD wrapper, to allow Phaser to be exposed to AMD, Node and Browsers
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$template = <<<EOT
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%s(function (root, factory) {
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if (typeof define === 'function' && define.amd) {
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define(factory);
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||||
} else if (typeof exports === 'object') {
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module.exports = factory();
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} else {
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root.Phaser = factory();
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}
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}(this, function (b) {
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%s
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return Phaser;
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}));
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EOT;
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file_put_contents('phaser.js', $output);
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file_put_contents(dirname(__FILE__) . DIRECTORY_SEPARATOR . 'phaser.js', sprintf($template, $header, $output));
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if(php_sapi_name() == 'cli' || empty($_SERVER['REMOTE_ADDR'])) {
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echo "\ndone\n\n";
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return;
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}
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?>
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<a href="http://yui.2clics.net/">Minify it</a><br />
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|
||||
<textarea style="width: 800px; height: 800px">
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||||
<?php echo $buildLog; ?>
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</textarea>
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+256
-32
@@ -1,7 +1,7 @@
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||||
/**
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||||
* Phaser - http://www.phaser.io
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*
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||||
* v1.0.7 - Built at: Mon, 30 Sep 2013 21:50:07 +0000
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* v1.0.7 - Built at: Tue, 01 Oct 2013 02:14:43 +0100
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*
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||||
* @author Richard Davey http://www.photonstorm.com @photonstorm
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*
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||||
@@ -19,7 +19,15 @@
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||||
* "If you want them to be more intelligent, read them more fairy tales."
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||||
* -- Albert Einstein
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||||
*/
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||||
|
||||
(function (root, factory) {
|
||||
if (typeof define === 'function' && define.amd) {
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||||
define(factory);
|
||||
} else if (typeof exports === 'object') {
|
||||
module.exports = factory();
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||||
} else {
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||||
root.Phaser = factory();
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||||
}
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||||
}(this, function (b) {
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||||
/**
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||||
* @author Mat Groves http://matgroves.com/ @Doormat23
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||||
*/
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||||
@@ -9435,12 +9443,11 @@ Phaser.Group.prototype = {
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||||
|
||||
/**
|
||||
* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
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||||
* You must pass the context in which the callback is applied.
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||||
* After the context you can add as many parameters as you like, which will all be passed to the child.
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||||
* After the function you can add as many parameters as you like, which will all be passed to the child.
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||||
*/
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||||
callAll: function (callback, callbackContext) {
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||||
callAll: function (callback) {
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||||
|
||||
var args = Array.prototype.splice.call(arguments, 2);
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||||
var args = Array.prototype.splice.call(arguments, 1);
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||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
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||||
{
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||||
@@ -9461,9 +9468,16 @@ Phaser.Group.prototype = {
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||||
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||||
},
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||||
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||||
// After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child.
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||||
forEach: function (callback, callbackContext, checkExists) {
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||||
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||||
if (typeof checkExists == 'undefined') { checkExists = false; }
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||||
if (typeof checkExists === 'undefined')
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||||
{
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||||
checkExists = false;
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||||
}
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||||
|
||||
var args = Array.prototype.splice.call(arguments, 3);
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||||
args.unshift(null);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
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||||
@@ -9473,7 +9487,8 @@ Phaser.Group.prototype = {
|
||||
{
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||||
if (checkExists == false || (checkExists && currentNode.exists))
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||||
{
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||||
callback.call(callbackContext, currentNode);
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||||
args[0] = currentNode;
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||||
callback.apply(callbackContext, args);
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||||
}
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||||
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||||
currentNode = currentNode._iNext;
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||||
@@ -9486,6 +9501,9 @@ Phaser.Group.prototype = {
|
||||
|
||||
forEachAlive: function (callback, callbackContext) {
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||||
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||||
var args = Array.prototype.splice.call(arguments, 2);
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||||
args.unshift(null);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
|
||||
var currentNode = this._container.first._iNext;
|
||||
@@ -9494,7 +9512,8 @@ Phaser.Group.prototype = {
|
||||
{
|
||||
if (currentNode.alive)
|
||||
{
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||||
callback.call(callbackContext, currentNode);
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||||
args[0] = currentNode;
|
||||
callback.apply(callbackContext, args);
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
@@ -9507,6 +9526,9 @@ Phaser.Group.prototype = {
|
||||
|
||||
forEachDead: function (callback, callbackContext) {
|
||||
|
||||
var args = Array.prototype.splice.call(arguments, 2);
|
||||
args.unshift(null);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
|
||||
var currentNode = this._container.first._iNext;
|
||||
@@ -9515,7 +9537,8 @@ Phaser.Group.prototype = {
|
||||
{
|
||||
if (currentNode.alive == false)
|
||||
{
|
||||
callback.call(callbackContext, currentNode);
|
||||
args[0] = currentNode;
|
||||
callback.apply(callbackContext, args);
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
@@ -10997,6 +11020,7 @@ Phaser.Input.prototype = {
|
||||
if (this.pointer10) { this.pointer10.update(); }
|
||||
|
||||
this._pollCounter = 0;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -11336,11 +11360,161 @@ Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
||||
|
||||
});
|
||||
|
||||
Phaser.Key = function (game, keycode) {
|
||||
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property isDown
|
||||
* @type Boolean
|
||||
**/
|
||||
this.isDown = false;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property isUp
|
||||
* @type Boolean
|
||||
**/
|
||||
this.isUp = false;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property altKey
|
||||
* @type Boolean
|
||||
**/
|
||||
this.altKey = false;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property ctrlKey
|
||||
* @type Boolean
|
||||
**/
|
||||
this.ctrlKey = false;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property shiftKey
|
||||
* @type Boolean
|
||||
**/
|
||||
this.shiftKey = false;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property timeDown
|
||||
* @type Number
|
||||
**/
|
||||
this.timeDown = 0;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property duration
|
||||
* @type Number
|
||||
**/
|
||||
this.duration = 0;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property timeUp
|
||||
* @type Number
|
||||
**/
|
||||
this.timeUp = 0;
|
||||
|
||||
/**
|
||||
*
|
||||
* @property repeats
|
||||
* @type Number
|
||||
**/
|
||||
this.repeats = 0;
|
||||
|
||||
this.keyCode = keycode;
|
||||
|
||||
this.onDown = new Phaser.Signal();
|
||||
this.onUp = new Phaser.Signal();
|
||||
|
||||
};
|
||||
|
||||
Phaser.Key.prototype = {
|
||||
|
||||
/**
|
||||
*
|
||||
* @method update
|
||||
* @param {KeyboardEvent} event.
|
||||
* @return {}
|
||||
*/
|
||||
processKeyDown: function (event) {
|
||||
|
||||
this.altKey = event.altKey;
|
||||
this.ctrlKey = event.ctrlKey;
|
||||
this.shiftKey = event.shiftKey;
|
||||
|
||||
if (this.isDown)
|
||||
{
|
||||
// Key was already held down, this must be a repeat rate based event
|
||||
this.duration = event.timeStamp - this.timeDown;
|
||||
this.repeats++;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.isDown = true;
|
||||
this.isUp = false;
|
||||
this.timeDown = event.timeStamp;
|
||||
this.duration = 0;
|
||||
this.repeats = 0;
|
||||
|
||||
this.onDown.dispatch(this);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
processKeyUp: function (event) {
|
||||
|
||||
this.isDown = false;
|
||||
this.isUp = true;
|
||||
this.timeUp = event.timeStamp;
|
||||
|
||||
this.onUp.dispatch(this);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {Number} [duration]
|
||||
* @return {bool}
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 250; }
|
||||
|
||||
return (this.isDown && this.duration < duration);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {Number} [duration]
|
||||
* @return {bool}
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 250; }
|
||||
|
||||
return (this.isDown == false && (this.game.time.now - this.timeUp < duration));
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
Phaser.Keyboard = function (game) {
|
||||
|
||||
this.game = game;
|
||||
this._keys = {};
|
||||
this._hotkeys = {};
|
||||
this._capture = {};
|
||||
|
||||
this.callbackContext = this;
|
||||
this.onDownCallback = null;
|
||||
this.onUpCallback = null;
|
||||
|
||||
this.onDown = new Phaser.Signal();
|
||||
this.onUp = new Phaser.Signal();
|
||||
|
||||
};
|
||||
|
||||
@@ -11357,16 +11531,41 @@ Phaser.Keyboard.prototype = {
|
||||
_onKeyDown: null,
|
||||
_onKeyUp: null,
|
||||
|
||||
addCallbacks: function (context, onDown, onUp) {
|
||||
|
||||
this.callbackContext = context;
|
||||
this.onDownCallback = onDown;
|
||||
|
||||
if (typeof onUp !== 'undefined')
|
||||
{
|
||||
this.onUpCallback = onUp;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
addKey: function (keycode) {
|
||||
|
||||
this._hotkeys[keycode] = new Phaser.Key(this.game, keycode);
|
||||
return this._hotkeys[keycode];
|
||||
|
||||
},
|
||||
|
||||
removeKey: function (keycode) {
|
||||
|
||||
delete (this._hotkeys[keycode]);
|
||||
|
||||
},
|
||||
|
||||
start: function () {
|
||||
|
||||
var _this = this;
|
||||
|
||||
this._onKeyDown = function (event) {
|
||||
return _this.onKeyDown(event);
|
||||
return _this.processKeyDown(event);
|
||||
};
|
||||
|
||||
this._onKeyUp = function (event) {
|
||||
return _this.onKeyUp(event);
|
||||
return _this.processKeyUp(event);
|
||||
};
|
||||
|
||||
document.body.addEventListener('keydown', this._onKeyDown, false);
|
||||
@@ -11418,10 +11617,11 @@ Phaser.Keyboard.prototype = {
|
||||
|
||||
},
|
||||
|
||||
|
||||
/**
|
||||
* @param {KeyboardEvent} event
|
||||
*/
|
||||
onKeyDown: function (event) {
|
||||
processKeyDown: function (event) {
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
@@ -11433,18 +11633,40 @@ Phaser.Keyboard.prototype = {
|
||||
event.preventDefault();
|
||||
}
|
||||
|
||||
if (!this._keys[event.keyCode])
|
||||
if (this.onDownCallback)
|
||||
{
|
||||
this._keys[event.keyCode] = {
|
||||
isDown: true,
|
||||
timeDown: this.game.time.now,
|
||||
timeUp: 0
|
||||
};
|
||||
this.onDownCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
if (this._keys[event.keyCode] && this._keys[event.keyCode].isDown)
|
||||
{
|
||||
// Key already down and still down, so update
|
||||
this._keys[event.keyCode].duration = this.game.time.now - this._keys[event.keyCode].timeDown;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._keys[event.keyCode].isDown = true;
|
||||
this._keys[event.keyCode].timeDown = this.game.time.now;
|
||||
if (!this._keys[event.keyCode])
|
||||
{
|
||||
// Not used this key before, so register it
|
||||
this._keys[event.keyCode] = {
|
||||
isDown: true,
|
||||
timeDown: this.game.time.now,
|
||||
timeUp: 0,
|
||||
duration: 0
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
// Key used before but freshly down
|
||||
this._keys[event.keyCode].isDown = true;
|
||||
this._keys[event.keyCode].timeDown = this.game.time.now;
|
||||
this._keys[event.keyCode].duration = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._hotkeys[event.keyCode])
|
||||
{
|
||||
this._hotkeys[event.keyCode].processKeyDown(event);
|
||||
}
|
||||
|
||||
},
|
||||
@@ -11452,7 +11674,7 @@ Phaser.Keyboard.prototype = {
|
||||
/**
|
||||
* @param {KeyboardEvent} event
|
||||
*/
|
||||
onKeyUp: function (event) {
|
||||
processKeyUp: function (event) {
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
@@ -11464,20 +11686,19 @@ Phaser.Keyboard.prototype = {
|
||||
event.preventDefault();
|
||||
}
|
||||
|
||||
if (!this._keys[event.keyCode])
|
||||
if (this.onUpCallback)
|
||||
{
|
||||
this._keys[event.keyCode] = {
|
||||
isDown: false,
|
||||
timeDown: 0,
|
||||
timeUp: this.game.time.now
|
||||
};
|
||||
this.onUpCallback.call(this.callbackContext, event);
|
||||
}
|
||||
else
|
||||
|
||||
if (this._hotkeys[event.keyCode])
|
||||
{
|
||||
this._keys[event.keyCode].isDown = false;
|
||||
this._keys[event.keyCode].timeUp = this.game.time.now;
|
||||
this._hotkeys[event.keyCode].processKeyUp(event);
|
||||
}
|
||||
|
||||
this._keys[event.keyCode].isDown = false;
|
||||
this._keys[event.keyCode].timeUp = this.game.time.now;
|
||||
|
||||
},
|
||||
|
||||
reset: function () {
|
||||
@@ -11498,7 +11719,7 @@ Phaser.Keyboard.prototype = {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 250; }
|
||||
|
||||
if (this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration))
|
||||
if (this._keys[keycode] && this._keys[keycode].isDown && this._keys[keycode].duration < duration)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -29658,3 +29879,6 @@ PIXI.WebGLBatch.prototype.update = function()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return Phaser;
|
||||
}));
|
||||
@@ -0,0 +1,53 @@
|
||||
<?php
|
||||
$title = "Group move towards object";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('ball', 'assets/sprites/shinyball.png');
|
||||
|
||||
}
|
||||
|
||||
var balls;
|
||||
|
||||
function create() {
|
||||
|
||||
balls = game.add.group();
|
||||
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
balls.create(game.world.randomX, game.world.randomY, 'ball');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.mousePointer.isDown)
|
||||
{
|
||||
// First is the callback
|
||||
// Second is the context in which the callback runs, in this case game.physics
|
||||
// Third is the parameter the callback expects - it is always sent the Group child as the first parameter
|
||||
balls.forEach(game.physics.moveTowardsMouse, game.physics, false, 200);
|
||||
}
|
||||
else
|
||||
{
|
||||
balls.setAll('body.velocity.x', 0);
|
||||
balls.setAll('body.velocity.y', 0);
|
||||
}
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
||||
+2
-2
@@ -1,8 +1,8 @@
|
||||
{
|
||||
"name": "Phaser",
|
||||
"version": "1.0.0",
|
||||
"version": "1.0.7",
|
||||
"description": "html5 game framework",
|
||||
"main": "index.js",
|
||||
"main": "build/phaser.js",
|
||||
"scripts": {
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
},
|
||||
|
||||
+23
-8
@@ -401,12 +401,11 @@ Phaser.Group.prototype = {
|
||||
|
||||
/**
|
||||
* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
|
||||
* You must pass the context in which the callback is applied.
|
||||
* After the context you can add as many parameters as you like, which will all be passed to the child.
|
||||
* After the function you can add as many parameters as you like, which will all be passed to the child.
|
||||
*/
|
||||
callAll: function (callback, callbackContext) {
|
||||
callAll: function (callback) {
|
||||
|
||||
var args = Array.prototype.splice.call(arguments, 2);
|
||||
var args = Array.prototype.splice.call(arguments, 1);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
|
||||
@@ -427,9 +426,16 @@ Phaser.Group.prototype = {
|
||||
|
||||
},
|
||||
|
||||
// After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child.
|
||||
forEach: function (callback, callbackContext, checkExists) {
|
||||
|
||||
if (typeof checkExists == 'undefined') { checkExists = false; }
|
||||
if (typeof checkExists === 'undefined')
|
||||
{
|
||||
checkExists = false;
|
||||
}
|
||||
|
||||
var args = Array.prototype.splice.call(arguments, 3);
|
||||
args.unshift(null);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
|
||||
@@ -439,7 +445,8 @@ Phaser.Group.prototype = {
|
||||
{
|
||||
if (checkExists == false || (checkExists && currentNode.exists))
|
||||
{
|
||||
callback.call(callbackContext, currentNode);
|
||||
args[0] = currentNode;
|
||||
callback.apply(callbackContext, args);
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
@@ -452,6 +459,9 @@ Phaser.Group.prototype = {
|
||||
|
||||
forEachAlive: function (callback, callbackContext) {
|
||||
|
||||
var args = Array.prototype.splice.call(arguments, 2);
|
||||
args.unshift(null);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
|
||||
var currentNode = this._container.first._iNext;
|
||||
@@ -460,7 +470,8 @@ Phaser.Group.prototype = {
|
||||
{
|
||||
if (currentNode.alive)
|
||||
{
|
||||
callback.call(callbackContext, currentNode);
|
||||
args[0] = currentNode;
|
||||
callback.apply(callbackContext, args);
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
@@ -473,6 +484,9 @@ Phaser.Group.prototype = {
|
||||
|
||||
forEachDead: function (callback, callbackContext) {
|
||||
|
||||
var args = Array.prototype.splice.call(arguments, 2);
|
||||
args.unshift(null);
|
||||
|
||||
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||
{
|
||||
var currentNode = this._container.first._iNext;
|
||||
@@ -481,7 +495,8 @@ Phaser.Group.prototype = {
|
||||
{
|
||||
if (currentNode.alive == false)
|
||||
{
|
||||
callback.call(callbackContext, currentNode);
|
||||
args[0] = currentNode;
|
||||
callback.apply(callbackContext, args);
|
||||
}
|
||||
|
||||
currentNode = currentNode._iNext;
|
||||
|
||||
Reference in New Issue
Block a user