Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions.

This commit is contained in:
Richard Davey
2013-09-10 16:46:39 +01:00
parent 5da0e42be4
commit a486bf6b4a
17 changed files with 338 additions and 201 deletions
+6 -6
View File
@@ -77,12 +77,12 @@ Phaser.Touch.prototype = {
return _this.consumeTouchMove(event);
};
this.game.stage.canvas.addEventListener('touchstart', this._onTouchStart, false);
this.game.stage.canvas.addEventListener('touchmove', this._onTouchMove, false);
this.game.stage.canvas.addEventListener('touchend', this._onTouchEnd, false);
this.game.stage.canvas.addEventListener('touchenter', this._onTouchEnter, false);
this.game.stage.canvas.addEventListener('touchleave', this._onTouchLeave, false);
this.game.stage.canvas.addEventListener('touchcancel', this._onTouchCancel, false);
this.game.renderer.view.addEventListener('touchstart', this._onTouchStart, false);
this.game.renderer.view.addEventListener('touchmove', this._onTouchMove, false);
this.game.renderer.view.addEventListener('touchend', this._onTouchEnd, false);
this.game.renderer.view.addEventListener('touchenter', this._onTouchEnter, false);
this.game.renderer.view.addEventListener('touchleave', this._onTouchLeave, false);
this.game.renderer.view.addEventListener('touchcancel', this._onTouchCancel, false);
document.addEventListener('touchmove', this._documentTouchMove, false);
}