diff --git a/Phaser/Game.ts b/Phaser/Game.ts
index b62ff852..c8e6b2f3 100644
--- a/Phaser/Game.ts
+++ b/Phaser/Game.ts
@@ -685,7 +685,6 @@ module Phaser {
{
this._paused = true;
this.onPause.dispatch();
- // Hook to the above
this.sound.pauseAll();
this._raf.callback = this.pausedLoop;
}
@@ -693,7 +692,6 @@ module Phaser {
{
this._paused = false;
this.onResume.dispatch();
- // Hook to the above
this.input.reset();
this.sound.resumeAll();
diff --git a/Phaser/tweens/Tween.ts b/Phaser/tweens/Tween.ts
index 51626404..bca3efe2 100644
--- a/Phaser/tweens/Tween.ts
+++ b/Phaser/tweens/Tween.ts
@@ -406,7 +406,7 @@ module Phaser {
// We've yoyo'd once already, quit?
if (this._loop == false)
{
- this.onComplete.dispatch(this._object);
+ this.onComplete.dispatch(this._object);
for (var i = 0; i < this._chainedTweens.length; i++)
{
@@ -415,6 +415,13 @@ module Phaser {
return false;
}
+ else
+ {
+ // YoYo and Loop are both on
+ this._yoyoCount = 0;
+ this.reverse();
+ return true;
+ }
}
}
diff --git a/README.md b/README.md
index c7dd13cd..247acc49 100644
--- a/README.md
+++ b/README.md
@@ -28,21 +28,19 @@ Future Plans
* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
* Add ability to create extra
s within the game container, layered above/below the canvas
* Basic Window UI component (maybe a propogating Group?)
+* Add clip support + shape options to Texture Component.
ToDo before release
-------------------
-* Hook sound/input to the pause/resume signals
-* Fix bug in Tween yoyo + loop combo
-* Allow camera to directly render to the stage rather than hidden ctx (maybe does this by default? or have under Mobile Optimisations list)
+* Tilemap.render - move layers length to var
+* Tilemap.destroy needs doing
* Investigate bug re: tilemap collision and animation frames
-* Add clip support + shape options to Texture Component.
* Need to be able to set the current tilemap layer, then the getTileXY default layer uses that one if no other given
+* Allow camera to directly render to the stage rather than hidden ctx (maybe does this by default? or have under Mobile Optimisations list)
* Sprite collision events
* Check bounds/edge points when sprite is only 1x1 sized :)
* QuadTree.physics.checkHullIntersection
-* Tilemap.render - move layers length to var
-* Tilemap.destroy needs doing
* Sprite.transform.bottomRight/Left doesn't seem to take origin into account
* Stage lost to mute
* Bitmap Font support
diff --git a/Tests/phaser.js b/Tests/phaser.js
index e0648f29..735ab6f1 100644
--- a/Tests/phaser.js
+++ b/Tests/phaser.js
@@ -10736,6 +10736,11 @@ var Phaser;
this._chainedTweens[i].start();
}
return false;
+ } else {
+ // YoYo and Loop are both on
+ this._yoyoCount = 0;
+ this.reverse();
+ return true;
}
}
}
@@ -18834,13 +18839,11 @@ var Phaser;
if(value == true && this._paused == false) {
this._paused = true;
this.onPause.dispatch();
- // Hook to the above
this.sound.pauseAll();
this._raf.callback = this.pausedLoop;
} else if(value == false && this._paused == true) {
this._paused = false;
this.onResume.dispatch();
- // Hook to the above
this.input.reset();
this.sound.resumeAll();
if(this.isRunning == false) {
diff --git a/Tests/sprites/scale sprite 4.js b/Tests/sprites/scale sprite 4.js
index 7e6d98ac..c1e8490d 100644
--- a/Tests/sprites/scale sprite 4.js
+++ b/Tests/sprites/scale sprite 4.js
@@ -14,8 +14,8 @@
bunny.transform.scale.setTo(0.5, 0.5);
// This time let's scale the sprite by a looped tween
game.add.tween(bunny.transform.scale).to({
- x: 2,
- y: 2
+ x: 1.5,
+ y: 1.5
}, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true);
}
})();
diff --git a/Tests/sprites/scale sprite 4.ts b/Tests/sprites/scale sprite 4.ts
index bc11458d..1b86f846 100644
--- a/Tests/sprites/scale sprite 4.ts
+++ b/Tests/sprites/scale sprite 4.ts
@@ -24,7 +24,7 @@
bunny.transform.scale.setTo(0.5, 0.5);
// This time let's scale the sprite by a looped tween
- game.add.tween(bunny.transform.scale).to({ x: 2, y: 2 }, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true);
+ game.add.tween(bunny.transform.scale).to({ x: 1.5, y: 1.5 }, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true);
}
diff --git a/Tests/tweens/tween loop 1.js b/Tests/tweens/tween loop 1.js
index 080e994e..9978703a 100644
--- a/Tests/tweens/tween loop 1.js
+++ b/Tests/tweens/tween loop 1.js
@@ -10,10 +10,10 @@
// Here we'll assign the new sprite to the local swirl variable
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
// Increase the size of the sprite a little so it covers the edges of the stage
- swirl.transform.scale.setTo(1.4, 1.4);
+ swirl.scale.setTo(1.4, 1.4);
// Set the origin to the middle of the Sprite to get the effect we need
- swirl.transform.origin.setTo(swirl.worldView.halfWidth, swirl.worldView.halfHeight);
- // Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
+ swirl.origin.setTo(0.5, 0.5);
+ // Create a tween that rotates a full 360 degrees and then repeats (loop set to true)
game.add.tween(swirl).to({
rotation: 360
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
diff --git a/Tests/tweens/tween loop 1.ts b/Tests/tweens/tween loop 1.ts
index 5330ee14..f4805fd6 100644
--- a/Tests/tweens/tween loop 1.ts
+++ b/Tests/tweens/tween loop 1.ts
@@ -8,7 +8,6 @@
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('swirl', 'assets/pics/color_wheel_swirl.png');
-
}
@@ -20,12 +19,12 @@
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
// Increase the size of the sprite a little so it covers the edges of the stage
- swirl.transform.scale.setTo(1.4, 1.4);
+ swirl.scale.setTo(1.4, 1.4);
// Set the origin to the middle of the Sprite to get the effect we need
- swirl.transform.origin.setTo(swirl.worldView.halfWidth, swirl.worldView.halfHeight);
+ swirl.origin.setTo(0.5, 0.5);
- // Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
+ // Create a tween that rotates a full 360 degrees and then repeats (loop set to true)
game.add.tween(swirl).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
}
diff --git a/Tests/tweens/tween loop 2.js b/Tests/tweens/tween loop 2.js
index c98d5e24..d005dbc1 100644
--- a/Tests/tweens/tween loop 2.js
+++ b/Tests/tweens/tween loop 2.js
@@ -10,16 +10,16 @@
// Here we'll assign the new sprite to the local swirl variable
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
// Increase the size of the sprite a little so it covers the edges of the stage
- swirl.transform.scale.setTo(1.4, 1.4);
+ swirl.scale.setTo(1.4, 1.4);
// Set the origin to the middle of the Sprite to get the effect we need
- swirl.transform.origin.setTo(swirl.worldView.halfWidth, swirl.worldView.halfHeight);
- // Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
+ swirl.origin.setTo(0.5, 0.5);
+ // Create a tween that rotates a full 360 degrees and then repeats (loop set to true)
game.add.tween(swirl).to({
rotation: 360
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
game.add.tween(swirl.transform.scale).to({
x: 4,
y: 4
- }, 1000, Phaser.Easing.Linear.None, true, 0, true, true);
+ }, 4000, Phaser.Easing.Linear.None, true, 0, true, true);
}
})();
diff --git a/Tests/tweens/tween loop 2.ts b/Tests/tweens/tween loop 2.ts
index 0c0ac696..ace17d2d 100644
--- a/Tests/tweens/tween loop 2.ts
+++ b/Tests/tweens/tween loop 2.ts
@@ -8,7 +8,6 @@
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('swirl', 'assets/pics/color_wheel_swirl.png');
-
}
@@ -20,14 +19,14 @@
swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl');
// Increase the size of the sprite a little so it covers the edges of the stage
- swirl.transform.scale.setTo(1.4, 1.4);
+ swirl.scale.setTo(1.4, 1.4);
// Set the origin to the middle of the Sprite to get the effect we need
- swirl.transform.origin.setTo(swirl.worldView.halfWidth, swirl.worldView.halfHeight);
+ swirl.origin.setTo(0.5, 0.5);
- // Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
+ // Create a tween that rotates a full 360 degrees and then repeats (loop set to true)
game.add.tween(swirl).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
- game.add.tween(swirl.transform.scale).to({ x: 4, y: 4 }, 1000, Phaser.Easing.Linear.None, true, 0, true, true);
+ game.add.tween(swirl.transform.scale).to({ x: 4, y: 4 }, 4000, Phaser.Easing.Linear.None, true, 0, true, true);
}
diff --git a/build/phaser.js b/build/phaser.js
index e0648f29..735ab6f1 100644
--- a/build/phaser.js
+++ b/build/phaser.js
@@ -10736,6 +10736,11 @@ var Phaser;
this._chainedTweens[i].start();
}
return false;
+ } else {
+ // YoYo and Loop are both on
+ this._yoyoCount = 0;
+ this.reverse();
+ return true;
}
}
}
@@ -18834,13 +18839,11 @@ var Phaser;
if(value == true && this._paused == false) {
this._paused = true;
this.onPause.dispatch();
- // Hook to the above
this.sound.pauseAll();
this._raf.callback = this.pausedLoop;
} else if(value == false && this._paused == true) {
this._paused = false;
this.onResume.dispatch();
- // Hook to the above
this.input.reset();
this.sound.resumeAll();
if(this.isRunning == false) {