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https://github.com/wassname/phaser.git
synced 2026-07-15 01:11:26 +08:00
Physics World events added.
Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage. Stage now extends PIXI.Stage rather than owns one.
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@@ -97,11 +97,15 @@ Phaser.GameObjectFactory.prototype = {
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* @method Phaser.GameObjectFactory#group
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* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
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* @return {Phaser.Group} The newly created group.
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*/
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group: function (parent, name) {
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group: function (parent, name, addToStage) {
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return new Phaser.Group(this.game, parent, name);
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if (typeof name === 'undefined') { name = 'group'; }
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if (typeof addToStage === 'undefined') { addToStage = false; }
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return new Phaser.Group(this.game, parent, name, addToStage);
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},
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@@ -109,7 +109,7 @@ Phaser.Text.prototype.constructor = Phaser.Text;
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* Automatically called by World.preUpdate.
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* @method Phaser.Text.prototype.preUpdate
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*/
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Phaser.Text.prototype.preUpdate = function() {
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Phaser.Text.prototype.preUpdate = function () {
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if (!this.exists || !this.parent.exists)
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{
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@@ -125,7 +125,7 @@ Phaser.Text.prototype.preUpdate = function() {
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* Automatically called by World.postUpdate.
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* @method Phaser.Text.prototype.postUpdate
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*/
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Phaser.Text.prototype.postUpdate = function() {
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Phaser.Text.prototype.postUpdate = function () {
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if (this.exists)
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{
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@@ -140,7 +140,7 @@ Phaser.Text.prototype.postUpdate = function() {
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/**
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* @method Phaser.Text.prototype.destroy
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*/
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Phaser.Text.prototype.destroy = function() {
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Phaser.Text.prototype.destroy = function () {
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if (this.filters)
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{
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@@ -178,7 +178,7 @@ Phaser.Text.prototype.destroy = function() {
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* @param {string} [color='rgba(0,0,0,0)'] - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
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* @param {number} [blur=0] - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
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*/
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Phaser.Text.prototype.setShadow = function(x, y, color, blur) {
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Phaser.Text.prototype.setShadow = function (x, y, color, blur) {
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this.style.shadowOffsetX = x || 0;
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this.style.shadowOffsetY = y || 0;
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@@ -201,7 +201,7 @@ Phaser.Text.prototype.setShadow = function(x, y, color, blur) {
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* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
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* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
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*/
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Phaser.Text.prototype.setStyle = function(style) {
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Phaser.Text.prototype.setStyle = function (style) {
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style = style || {};
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style.font = style.font || 'bold 20pt Arial';
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@@ -227,7 +227,7 @@ Phaser.Text.prototype.setStyle = function(style) {
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* @method Phaser.Text.prototype.updateText
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* @private
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*/
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Phaser.Text.prototype.updateText = function() {
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Phaser.Text.prototype.updateText = function () {
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this.context.font = this.style.font;
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@@ -307,7 +307,7 @@ Phaser.Text.prototype.updateText = function() {
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* @method Phaser.Text.prototype.runWordWrap
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* @private
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*/
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Phaser.Text.prototype.runWordWrap = function(text) {
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Phaser.Text.prototype.runWordWrap = function (text) {
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var result = '';
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var lines = text.split('\n');
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