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Fixed issue stopping SoundManager.volume from working correctly on a global volume basis (fix # 488)
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@@ -0,0 +1,53 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('disk', 'assets/sprites/ra_dont_crack_under_pressure.png');
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// Firefox doesn't support mp3 files, so use ogg
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game.load.audio('boden', ['assets/audio/bodenstaendig_2000_in_rock_4bit.mp3', 'assets/audio/bodenstaendig_2000_in_rock_4bit.ogg']);
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}
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var s;
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var music;
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function create() {
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game.stage.backgroundColor = '#182d3b';
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game.input.touch.preventDefault = false;
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music = game.add.audio('boden');
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music.play();
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s = game.add.sprite(game.world.centerX, game.world.centerY, 'disk');
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s.anchor.setTo(0.5, 0.5);
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game.input.onDown.add(changeVolume, this);
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}
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function changeVolume(pointer) {
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if (pointer.y < 300)
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{
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game.sound.volume += 0.1;
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// music.volume += 0.1;
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}
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else
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{
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game.sound.volume -= 0.1;
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// music.volume -= 0.1;
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}
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}
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function update() {
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s.rotation += 0.01;
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}
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function render() {
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game.debug.renderSoundInfo(music, 20, 32);
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}
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