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Updated Sound.play loop check
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@@ -143,6 +143,7 @@ Updates:
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* TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions.
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* We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
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* Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
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* Updated the way the page visibility is checked, should now be more compatible across more browsers.
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Bug Fixes:
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@@ -161,7 +162,7 @@ Bug Fixes:
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* If pixelPerfect Input Sprites overlapped each other the pixel check wasn't taken into consieration in the Pointer move method.
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* Updated Input.Mouse to use event.button not event.which, so the const reference from input.mouse.button is correct (thanks grimor)
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* Text that was fixedToCamera would 'jitter' if the world scrolled. Now works as expected across all fixed objects.
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* Fixed a bug where Sound.play wouldn't pick-up the local loop setting if not specified in the parameter.
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TO DO:
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+2
-2
@@ -341,7 +341,7 @@ Phaser.Sound.prototype = {
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if (this.currentTime >= this.durationMS)
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{
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//console.log(this.currentMarker, 'has hit duration');
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console.log(this.currentMarker, 'has hit duration');
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if (this.usingWebAudio)
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{
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if (this.loop)
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@@ -400,7 +400,7 @@ Phaser.Sound.prototype = {
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position = position || 0;
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if (typeof volume === 'undefined') { volume = this._volume; }
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if (typeof loop === 'undefined') { loop = false; }
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if (typeof loop === 'undefined') { loop = this.loop; }
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if (typeof forceRestart === 'undefined') { forceRestart = true; }
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// console.log(this.name + ' play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop, 'force', forceRestart);
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