Removed un-needed file and added SoundManager fix.

This commit is contained in:
Richard Davey 2013-05-02 05:16:16 +01:00
parent e39073d07b
commit 0a08e1ae0e
4 changed files with 4 additions and 76 deletions

View file

@ -111,7 +111,7 @@ module Phaser {
var tempSound: Sound = new Sound(this._context, this._gainNode, null, volume, loop);
// this is an async process, so we can return the Sound object anyway, it just won't be playing yet
this.decode(key, () => this.play(key), tempSound);
this.decode(key, () => tempSound.play(), tempSound);
return tempSound;
}

View file

@ -54,7 +54,7 @@ module Phaser {
this._buffer = data;
this.isDecoding = false;
this.play();
//this.play();
}

View file

@ -1,7 +1,7 @@
Phaser
======
Version: 0.9.5 - Released: XXX 2013
Version: 0.9.5 - Released: 2nd May 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@ -50,6 +50,7 @@ V0.9.5
* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified.
* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified.
* Added fun new "map draw" test - reflect those carrots! :)
* Changed SoundManager class to respect volume on first place (thanks initials and hackmaniac)
Requirements
------------

View file

@ -1,73 +0,0 @@
var Phaser;
(function (Phaser) {
(function (FX) {
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/FXManager.ts" />
/**
* Phaser - FX - Camera - Flash
*
*
*/
(function (Camera) {
var Flash = (function () {
function Flash(game) {
this._fxFlashComplete = null;
this._fxFlashDuration = 0;
this._fxFlashAlpha = 0;
this._game = game;
}
Flash.prototype.start = /**
* The camera is filled with this color and returns to normal at the given duration.
*
* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
* @param Duration How long it takes for the flash to fade.
* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
* @param Force Force an already running flash effect to reset.
*/
function (color, duration, onComplete, force) {
if (typeof color === "undefined") { color = 0xffffff; }
if (typeof duration === "undefined") { duration = 1; }
if (typeof onComplete === "undefined") { onComplete = null; }
if (typeof force === "undefined") { force = false; }
if(force === false && this._fxFlashAlpha > 0) {
// You can't flash again unless you force it
return;
}
if(duration <= 0) {
duration = 1;
}
var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
this._fxFlashDuration = duration;
this._fxFlashAlpha = 1;
this._fxFlashComplete = onComplete;
};
Flash.prototype.postUpdate = function () {
// Update the Flash effect
if(this._fxFlashAlpha > 0) {
this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration;
this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2);
if(this._fxFlashAlpha <= 0) {
this._fxFlashAlpha = 0;
if(this._fxFlashComplete !== null) {
this._fxFlashComplete();
}
}
}
};
Flash.prototype.postRender = function (cameraX, cameraY, cameraWidth, cameraHeight) {
if(this._fxFlashAlpha > 0) {
this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')';
this._game.stage.context.fillRect(cameraX, cameraY, cameraWidth, cameraHeight);
}
};
return Flash;
})();
Camera.Flash = Flash;
})(FX.Camera || (FX.Camera = {}));
var Camera = FX.Camera;
})(Phaser.FX || (Phaser.FX = {}));
var FX = Phaser.FX;
})(Phaser || (Phaser = {}));