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Fixed full-screen anti-alias issue (#478).
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3 changed files with 10 additions and 2 deletions
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@ -76,6 +76,7 @@ Significant API changes:
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* When adding a Group if the parent value is `null` the Group won't be added to the World, so you can add it when ready. If parent is `undefined` it's added by default.
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* The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
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* Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
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* When a game un-pauses (from a visibility loss) it resets all Input components.
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New features:
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@ -257,7 +257,7 @@ Phaser.StageScaleMode.prototype = {
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return;
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}
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if (typeof antialias !== 'undefined')
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if (typeof antialias !== 'undefined' && this.game.renderType === Phaser.CANVAS)
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{
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Phaser.Canvas.setSmoothingEnabled(this.game.context, antialias);
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}
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@ -324,6 +324,14 @@ Phaser.Utils.Debug.prototype = {
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},
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/**
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* Renders Phaser.Key object information.
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* @method Phaser.Utils.Debug#renderKey
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* @param {Phaser.Key} key - The Key to render the information for.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderKey: function (key, x, y, color) {
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if (this.context === null)
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@ -338,7 +346,6 @@ Phaser.Utils.Debug.prototype = {
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this.splitline('Key:', key.keyCode, 'isDown:', key.isDown);
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this.splitline('justPressed:', key.justPressed(), 'justReleased:', key.justReleased());
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this.splitline('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
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this.line('Repeats: ' + key.repeats);
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this.stop();
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