It loops but still problems on the constructor

This commit is contained in:
Webeled
2013-09-16 17:40:56 +02:00
parent fc584cf6bc
commit bb9761aaf4
6 changed files with 71 additions and 13 deletions
+1 -1
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@@ -10,7 +10,7 @@
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @class Phaser.Camera
* @class Stage
* @constructor
* @param game {Phaser.Game} game reference to the currently running game.
* @param width {number} width of the canvas element
+1 -1
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@@ -115,7 +115,7 @@ Phaser.World.prototype = {
/**
* Destroyer of worlds.
* @method setSize
* @method destroy
*/
destroy: function () {
+7 -2
View File
@@ -20,6 +20,7 @@ Phaser.Sound = function (game, key, volume, loop) {
this._volume = volume;
this.markers = {};
/**
* Reference to AudioContext instance.
*/
@@ -109,7 +110,7 @@ Phaser.Sound.prototype = {
addMarker: function (name, start, stop, volume, loop) {
volume = volume || 1;
loop = loop || false;
if (typeof loop == 'undefined') { loop = false; }
this.markers[name] = {
name: name,
@@ -187,7 +188,9 @@ Phaser.Sound.prototype = {
/**
* Play this sound, or a marked section of it.
* @param marker {string} Assets key of the sound you want to play.
* @param position {number} the starting position
* @param [volume] {number} volume of the sound you want to play.
* @param [loop] {bool} loop when it finished playing? (Default to false)
* @return {Sound} The playing sound object.
@@ -200,7 +203,9 @@ Phaser.Sound.prototype = {
if (typeof loop == 'undefined') { loop = false; }
if (typeof forceRestart == 'undefined') { forceRestart = false; }
// console.log('play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
console.log('play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
if (this.isPlaying == true && forceRestart == false && this.override == false)
{
+15 -1
View File
@@ -1,6 +1,9 @@
/**
* Phaser - SoundManager
*
* @class SoundManager
* @constructor
* @param game {Phaser.Game} reference to the current game instance.
*/
Phaser.SoundManager = function (game) {
@@ -225,10 +228,21 @@ Phaser.SoundManager.prototype = {
},
/**
*
* @method add
* @param key {string} Asset key for the sound.
* @param volume {number} default value for the volume.
* @param loop {bool} Whether or not the sound will loop.
*/
add: function (key, volume, loop) {
volume = volume || 1;
loop = loop || false;
if (typeof loop == 'undefined') { loop = false; }
var sound = new Phaser.Sound(this.game, key, volume, loop);