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https://github.com/photonstorm/phaser
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Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again (fix #785)
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4 changed files with 55 additions and 33 deletions
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@ -68,6 +68,7 @@ Version 2.0.5 - "Tanchico" - in development
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* Math.interpolateAngles and Math.nearestAngleBetween have been removed for the time being. They threw run-time errors previously.
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* PIXI.InteractionManager is no longer over-written if the object already exists (thanks @georgiee, #818)
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* Key.justPressed and justReleased incorrectly set the delay value to 2500ms. Now defaults to 50ms (thanks @draklaw, fix #797)
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* Stage.backgroundColor can now accept short-code hex values: `#222`, `#334`, etc.
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### New Features
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@ -115,6 +116,7 @@ Version 2.0.5 - "Tanchico" - in development
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* RandomDataGenerator.integerInRange would return a non-integer value if you passed in a float.
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* Timer class updated so that code-resumed pauses don't mess up the internal _pausedTotal value (thanks @joelrobichaud, fix #814)
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* Timer class when paused by code after a game-level pause wouldn't set the codepaused flag (thanks @joelrobichaud, fix #814)
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* Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again (fix #785)
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### To Do
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@ -77,6 +77,5 @@ var Phaser = Phaser || {
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// We don't need this in Pixi, so we've removed it to save space
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// however the Stage object expects a reference to it, so here is a dummy entry.
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// Ensure that an existing PIXI.InteractionManager is not overriden- in case you're using your own PIXI library.
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PIXI.InteractionManager = PIXI.InteractionManager || {};
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// Ensure that an existing PIXI.InteractionManager is not overriden - in case you're using your own PIXI library.
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PIXI.InteractionManager = PIXI.InteractionManager || function () {};
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@ -35,6 +35,11 @@ Phaser.Stage = function (game, width, height) {
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*/
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this.name = '_stage_root';
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/**
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* @property {boolean} interactive - Pixi level var, ignored by Phaser.
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* @default
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* @private
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*/
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this.interactive = false;
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/**
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@ -334,23 +339,27 @@ Phaser.Stage.prototype.visibilityChange = function (event) {
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};
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/**
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* Sets the background color for the stage.
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* Sets the background color for the Stage. The color can be given as a hex value (#RRGGBB) or a numeric value (0xRRGGBB)
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*
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* @name Phaser.Stage#setBackgroundColor
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* @param {number} backgroundColor - The color of the background, easiest way to pass this in is in hex format like: 0xFFFFFF for white.
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* @param {number|string} backgroundColor - The color of the background.
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*/
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Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
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{
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// console.log('setBackgroundColor');
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this._backgroundColor = backgroundColor || 0x000000;
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this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
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var hex = this._backgroundColor.toString(16);
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hex = '000000'.substr(0, 6 - hex.length) + hex;
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this.backgroundColorString = '#' + hex;
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// console.log(this._backgroundColor);
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// console.log(this.backgroundColorSplit);
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// console.log(hex);
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// console.log(this.backgroundColorString);
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if (typeof backgroundColor === 'string')
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{
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var rgb = Phaser.Color.hexToColor(backgroundColor);
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this._backgroundColor = Phaser.Color.getColor(rgb.r, rgb.g, rgb.b);
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}
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else
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{
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var rgb = Phaser.Color.getRGB(backgroundColor);
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this._backgroundColor = backgroundColor;
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}
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this.backgroundColorSplit = [ rgb.r / 255, rgb.g / 255, rgb.b / 255 ];
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this.backgroundColorString = Phaser.Color.RGBtoString(rgb.r, rgb.g, rgb.b, 255, '#');
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};
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/**
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@ -360,22 +369,15 @@ Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
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Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
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get: function () {
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return this._backgroundColor;
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},
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set: function (color) {
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this._backgroundColor = color;
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if (this.game.transparent === false)
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if (!this.game.transparent)
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{
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if (typeof color === 'string')
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{
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// console.log(color);
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color = Phaser.Color.hexToRGB(color);
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// console.log(color);
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}
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this.setBackgroundColor(color);
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}
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@ -751,23 +751,42 @@ Phaser.Color = {
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},
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/**
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* Return the component parts of a color as an Object with the properties alpha, red, green, blue
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* Return the component parts of a color as an Object with the properties alpha, red, green, blue.
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*
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* Alpha will only be set if it exist in the given color (0xAARRGGBB)
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*
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* @method Phaser.Color.getRGB
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* @static
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* @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).
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* @returns {object} An Object with properties: alpha, red, green, blue.
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* @returns {object} An Object with properties: alpha, red, green, blue (also r, g, b and a). Alpha will only be present if a color value > 16777215 was given.
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*/
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getRGB: function (color) {
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if (color > 16777215)
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{
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// The color value has an alpha component
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return {
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alpha: color >>> 24,
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red: color >> 16 & 0xFF,
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green: color >> 8 & 0xFF,
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blue: color & 0xFF
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blue: color & 0xFF,
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a: color >>> 24,
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r: color >> 16 & 0xFF,
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g: color >> 8 & 0xFF,
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b: color & 0xFF
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};
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}
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else
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{
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return {
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red: color >> 16 & 0xFF,
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green: color >> 8 & 0xFF,
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blue: color & 0xFF,
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r: color >> 16 & 0xFF,
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g: color >> 8 & 0xFF,
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b: color & 0xFF
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};
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}
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},
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