fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.

fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
This commit is contained in:
photonstorm
2014-02-15 01:27:42 +00:00
parent e5a4620b87
commit e5e643b103
13 changed files with 717 additions and 97 deletions
+75
View File
@@ -95,6 +95,81 @@ Phaser.World.prototype.setBounds = function (x, y, width, height) {
}
/**
* This is called automatically after the plugins preUpdate and before the State.update.
* Most objects have preUpdate methods and it's where initial movement and positioning is done.
*
* @method Phaser.World#preUpdate
*/
Phaser.World.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
var i = this.children.length;
while (i--)
{
this.children[i].preUpdate();
}
}
/**
* This is called automatically after the State.update, but before particles or plugins update.
*
* @method Phaser.World#update
*/
Phaser.World.prototype.update = function () {
var i = this.children.length;
while (i--)
{
this.children[i].update();
}
}
/**
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculatations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.World#postUpdate
*/
Phaser.World.prototype.postUpdate = function () {
if (this.game.world.camera.target)
{
this.game.world.camera.target.postUpdate();
this.game.world.camera.update();
var i = this.children.length;
while (i--)
{
if (this.children[i] !== this.game.world.camera.target)
{
this.children[i].postUpdate();
}
}
}
else
{
this.game.world.camera.update();
var i = this.children.length;
while (i--)
{
this.children[i].postUpdate();
}
}
}
/**
* Destroyer of worlds.
* @method Phaser.World#destroy