Updated Sound.play loop check

This commit is contained in:
Richard Davey
2014-02-22 03:05:41 +00:00
parent b2da49eefa
commit 94133e4c11
2 changed files with 4 additions and 3 deletions
+2 -1
View File
@@ -143,6 +143,7 @@ Updates:
* TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions.
* 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? :(
* Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
* Updated the way the page visibility is checked, should now be more compatible across more browsers.
Bug Fixes:
@@ -161,7 +162,7 @@ Bug Fixes:
* If pixelPerfect Input Sprites overlapped each other the pixel check wasn't taken into consieration in the Pointer move method.
* Updated Input.Mouse to use event.button not event.which, so the const reference from input.mouse.button is correct (thanks grimor)
* Text that was fixedToCamera would 'jitter' if the world scrolled. Now works as expected across all fixed objects.
* Fixed a bug where Sound.play wouldn't pick-up the local loop setting if not specified in the parameter.
TO DO: