Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode.

This commit is contained in:
photonstorm
2013-12-13 14:04:14 +00:00
parent 1b954066a6
commit a361a18616
38 changed files with 9447 additions and 102 deletions
+11 -6
View File
@@ -132,16 +132,18 @@ Phaser.Cache.prototype = {
* @param {object} data - Extra sprite sheet data.
* @param {number} frameWidth - Width of the sprite sheet.
* @param {number} frameHeight - Height of the sprite sheet.
* @param {number} frameMax - How many frames stored in the sprite sheet.
* @param {number} [frameMax=-1] - How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly.
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
*/
addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) {
addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) {
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight, margin: margin, spacing: spacing };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax, margin, spacing);
},
@@ -339,6 +341,7 @@ Phaser.Cache.prototype = {
/**
* Reload a sound.
*
* @method Phaser.Cache#reloadSound
* @param {string} key - Asset key for the sound.
*/
@@ -359,7 +362,8 @@ Phaser.Cache.prototype = {
},
/**
* Description.
* Fires the onSoundUnlock event when the sound has completed reloading.
*
* @method Phaser.Cache#reloadSoundComplete
* @param {string} key - Asset key for the sound.
*/
@@ -374,7 +378,8 @@ Phaser.Cache.prototype = {
},
/**
* Description.
* Updates the sound object in the cache.
*
* @method Phaser.Cache#updateSound
* @param {string} key - Asset key for the sound.
*/
+8 -3
View File
@@ -372,13 +372,17 @@ Phaser.Loader.prototype = {
* @param {number} frameWidth - Width of each single frame.
* @param {number} frameHeight - Height of each single frame.
* @param {number} [frameMax=-1] - How many frames in this sprite sheet. If not specified it will divide the whole image into frames.
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
* @return {Phaser.Loader} This Loader instance.
*/
spritesheet: function (key, url, frameWidth, frameHeight, frameMax) {
spritesheet: function (key, url, frameWidth, frameHeight, frameMax, margin, spacing) {
if (typeof frameMax === "undefined") { frameMax = -1; }
if (typeof margin === "undefined") { margin = 0; }
if (typeof spacing === "undefined") { spacing = 0; }
this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax });
this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, margin: margin, spacing: spacing });
return this;
@@ -950,7 +954,7 @@ Phaser.Loader.prototype = {
case 'spritesheet':
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax, file.margin, file.spacing);
break;
case 'tileset':
@@ -1038,6 +1042,7 @@ Phaser.Loader.prototype = {
if (buffer)
{
that.game.cache.decodedSound(key, buffer);
that.game.sound.onSoundDecode.dispatch(key, that.game.cache.getSound(key));
}
});
}