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https://github.com/photonstorm/phaser
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Added Stage.disablePauseScreen
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parent
361b8e5779
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5 changed files with 55 additions and 42 deletions
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@ -62,6 +62,7 @@ module Phaser {
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public clear: bool = true;
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public canvas: HTMLCanvasElement;
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public context: CanvasRenderingContext2D;
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public disablePauseScreen: bool = false;
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public offset: Point;
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public scale: StageScaleMode;
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public scaleMode: number;
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@ -92,8 +93,14 @@ module Phaser {
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}
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//if (document['hidden'] === true || document['webkitHidden'] === true)
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private visibilityChange(event) {
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if (this.disablePauseScreen)
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{
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return;
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}
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if (event.type == 'blur' && this._game.paused == false && this._game.isBooted == true)
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{
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this._game.paused = true;
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@ -104,8 +111,6 @@ module Phaser {
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this._game.paused = false;
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}
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//if (document['hidden'] === true || document['webkitHidden'] === true)
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}
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public drawInitScreen() {
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66
README.md
66
README.md
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@ -20,57 +20,57 @@ Change Log
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V0.9.2
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Fixed issue with create not being called if there was an empty init method.<br />
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Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.<br />
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Added ability to restart a sprite animation.<br />
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Sprite animations don't restart if you call play on them when they are already running.<br />
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* Fixed issue with create not being called if there was an empty init method.
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* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
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* Added ability to restart a sprite animation.
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* Sprite animations don't restart if you call play on them when they are already running.
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* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
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V0.9.1
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Added the new align property to GameObjects that controls placement when rendering.<br />
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Added an align example to the Sprites test group (click the mouse to change alignment position)<br />
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Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.<br />
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Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
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for new collision system.<br />
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Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.<br />
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Updated the States examples to bring in-line with 0.9 release.
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* Added the new align property to GameObjects that controls placement when rendering.
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* Added an align example to the Sprites test group (click the mouse to change alignment position)
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* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.
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* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
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for new collision system.
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* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.
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* Updated the States examples to bring in-line with 0.9 release.
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V0.9
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Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit
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more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.<br />
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Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!<br />
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Added Geometry intersection results objects.<br />
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Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.<br />
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Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.<br />
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Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.<br />
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Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.<br />
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Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
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* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
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* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
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* Added Geometry intersection results objects.
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* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.
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* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.
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* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.
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* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
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* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
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V0.8
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Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.<br />
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Updated texture atlas 4 demo to show this.<br />
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Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.<br />
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Added in DynamicTexture support and a test case for it.<br />
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* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
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* Updated texture atlas 4 demo to show this.
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* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
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* Added in DynamicTexture support and a test case for it.
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V0.7
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Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.<br />
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Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.<br />
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Added the RandomDataGenerator for seeded random number generation.<br />
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Setting the game world size now resizes the default camera (optional bool flag)
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* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
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* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
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* Added the RandomDataGenerator for seeded random number generation.
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* Setting the game world size now resizes the default camera (optional bool flag)
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V0.6
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Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.<br />
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Added new Circle geometry class (used by Touch) and moved them into a Geom folder.<br />
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Added in Device class for device inspection.<br />
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Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
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* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
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* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
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* Added in Device class for device inspection.
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* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
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V0.5
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Initial release
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* Initial release
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Requirements
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------------
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@ -7384,6 +7384,7 @@ var Phaser;
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function Stage(game, parent, width, height) {
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var _this = this;
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this.clear = true;
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this.disablePauseScreen = false;
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this.minScaleX = null;
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this.maxScaleX = null;
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this.minScaleY = null;
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@ -7432,15 +7433,18 @@ var Phaser;
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this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40);
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this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60);
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};
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Stage.prototype.visibilityChange = function (event) {
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Stage.prototype.visibilityChange = //if (document['hidden'] === true || document['webkitHidden'] === true)
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function (event) {
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if(this.disablePauseScreen) {
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return;
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}
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if(event.type == 'blur' && this._game.paused == false && this._game.isBooted == true) {
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this._game.paused = true;
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this.drawPauseScreen();
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} else if(event.type == 'focus') {
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this._game.paused = false;
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}
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//if (document['hidden'] === true || document['webkitHidden'] === true)
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};
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};
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Stage.prototype.drawInitScreen = function () {
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this.context.fillStyle = 'rgb(40, 40, 40)';
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this.context.fillRect(0, 0, this.width, this.height);
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@ -7384,6 +7384,7 @@ var Phaser;
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function Stage(game, parent, width, height) {
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var _this = this;
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this.clear = true;
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this.disablePauseScreen = false;
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this.minScaleX = null;
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this.maxScaleX = null;
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this.minScaleY = null;
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@ -7432,15 +7433,18 @@ var Phaser;
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this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40);
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this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60);
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};
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Stage.prototype.visibilityChange = function (event) {
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Stage.prototype.visibilityChange = //if (document['hidden'] === true || document['webkitHidden'] === true)
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function (event) {
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if(this.disablePauseScreen) {
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return;
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}
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if(event.type == 'blur' && this._game.paused == false && this._game.isBooted == true) {
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this._game.paused = true;
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this.drawPauseScreen();
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} else if(event.type == 'focus') {
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this._game.paused = false;
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}
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//if (document['hidden'] === true || document['webkitHidden'] === true)
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};
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};
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Stage.prototype.drawInitScreen = function () {
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this.context.fillStyle = 'rgb(40, 40, 40)';
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this.context.fillRect(0, 0, this.width, this.height);
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2
build/phaser-092.min.js
vendored
2
build/phaser-092.min.js
vendored
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