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https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624)
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0fa54b0b24
commit
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6 changed files with 14 additions and 5 deletions
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@ -94,6 +94,8 @@ Bug Fixes
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* p2 revolute pivots were wrongly signed (thanks georgiee, fix #621)
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* P2.Body.loadPolygon no longer modifies the Cache array (fix #613)
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* The volume given in Sound.play now over-rides that set in Sound.addMarker if specified (fix #623)
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* BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
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* Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624)
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Updated
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@ -364,7 +364,6 @@ Phaser.BitmapData.prototype = {
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*/
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render: function () {
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console.log('bmd dity');
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if (this.game.renderType === Phaser.WEBGL && this.dirty)
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{
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// Only needed if running in WebGL, otherwise this array will never get cleared down
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@ -225,7 +225,7 @@ Phaser.Image.prototype.loadTexture = function (key, frame) {
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}
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else if (key instanceof Phaser.BitmapData)
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{
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this.key = key.key;
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this.key = key;
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this.setTexture(key.texture);
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return;
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}
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@ -354,7 +354,7 @@ Phaser.Sprite.prototype.loadTexture = function (key, frame) {
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}
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else if (key instanceof Phaser.BitmapData)
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{
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this.key = key.key;
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this.key = key;
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this.setTexture(key.texture);
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return;
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}
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@ -341,7 +341,7 @@ Phaser.TileSprite.prototype.loadTexture = function (key, frame) {
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}
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else if (key instanceof Phaser.BitmapData)
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{
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this.key = key.key;
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this.key = key;
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this.setTexture(key.texture);
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return;
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}
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@ -85,6 +85,12 @@ Phaser.Timer = function (game, autoDestroy) {
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*/
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this._pauseStarted = 0;
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/**
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* @property {number} _pauseTotal - Total paused time.
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* @private
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*/
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this._pauseTotal = 0;
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/**
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* @property {number} _now - The current start-time adjusted time.
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* @private
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@ -450,6 +456,8 @@ Phaser.Timer.prototype = {
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{
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var pauseDuration = this.game.time.now - this._pauseStarted;
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this._pauseTotal += pauseDuration;
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for (var i = 0; i < this.events.length; i++)
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{
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this.events[i].tick += pauseDuration;
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@ -570,7 +578,7 @@ Object.defineProperty(Phaser.Timer.prototype, "length", {
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Object.defineProperty(Phaser.Timer.prototype, "ms", {
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get: function () {
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return this._now - this._started;
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return this._now - this._started - this._pauseTotal;
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}
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});
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