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Added Full Screen support and tested it. Also added in the BitmapText game object and custom XML loader. Game now sends a pause and resume signal, which the TweenManager listens to and handles correctly.
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@@ -108,6 +108,25 @@ Phaser.Cache.prototype = {
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},
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/**
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* Add a new Bitmap Font.
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* @param key {string} Asset key for the font texture.
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* @param url {string} URL of this font xml file.
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* @param data {object} Extra font data.
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* @param xmlData {object} Texture atlas frames data.
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*/
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addBitmapFont: function (key, url, data, xmlData) {
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this._images[key] = { url: url, data: data, spriteSheet: true };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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Phaser.Loader.Parser.bitmapFont(this.game, xmlData, key);
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// this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, xmlData, key);
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},
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/**
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* Adds a default image to be used when a key is wrong / missing.
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* Is mapped to the key __default
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