Device.mobileSafari was no longer detecting Mobile Safari, now fixed (thanks @Zammy, #927)

This commit is contained in:
photonstorm 2014-07-01 19:19:49 +01:00
parent 79bd7c400b
commit 757136bf4f
2 changed files with 3 additions and 2 deletions

View file

@ -144,6 +144,7 @@ Version 2.0.6 - "Jornhill" - -in development-
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World -- the result of this being the Sprites data would be in a mixed state causing it to appear visually but not function in the world (thanks @jonkelling, fix #917 #925)
* Input.SinglePad was fixed so that the rawpad button array supports Windows and Linux (thank @renatodarrigo, fix #958)
* Key.duration wasn't set to zero after a Key.reset (thanks @DrHackenstein, #932)
* Device.mobileSafari was no longer detecting Mobile Safari, now fixed (thanks @Zammy, #927)
### ToDo

View file

@ -372,12 +372,12 @@ Phaser.Device = function (game) {
this.fullscreenKeyboard = false;
// Run the checks
this._checkOS();
this._checkAudio();
this._checkBrowser();
this._checkCSS3D();
this._checkDevice();
this._checkFeatures();
this._checkOS();
};
@ -570,7 +570,7 @@ Phaser.Device.prototype = {
{
this.firefox = true;
}
else if (/Mobile Safari/.test(ua))
else if (/AppleWebKit/.test(ua) && this.iOS)
{
this.mobileSafari = true;
}