mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Tidying up
This commit is contained in:
+2
-2
@@ -13800,6 +13800,7 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
var Camera = (function () {
|
||||
/**
|
||||
|
||||
*Sprite constructor
|
||||
* Instantiates a new camera at the specified location, with the specified size and zoom level.
|
||||
*
|
||||
@@ -14059,8 +14060,6 @@ var Phaser;
|
||||
if(this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) {
|
||||
this._game.stage.context.save();
|
||||
}
|
||||
// It may be safer/quicker to just save the context every frame regardless (needs testing on mobile - sucked on Android 2.x)
|
||||
//this._game.stage.context.save();
|
||||
this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
|
||||
if(this.alpha !== 1) {
|
||||
this._game.stage.context.globalAlpha = this.alpha;
|
||||
@@ -14114,6 +14113,7 @@ var Phaser;
|
||||
this._game.stage.context.closePath();
|
||||
this._game.stage.context.clip();
|
||||
}
|
||||
// Render all the Sprites
|
||||
this._game.world.group.render(this, this._sx, this._sy);
|
||||
if(this.showBorder == true) {
|
||||
this._game.stage.context.strokeStyle = this.borderColor;
|
||||
|
||||
Reference in New Issue
Block a user