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https://github.com/photonstorm/phaser
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ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
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2 changed files with 4 additions and 46 deletions
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@ -134,6 +134,7 @@ Version 2.1.0 - "Cairhien" - -in development-
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* Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
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* ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
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* The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything.
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* ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
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### Bug Fixes
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@ -95,11 +95,6 @@ Phaser.ScaleManager = function (game, width, height) {
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*/
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this.maxIterations = 5;
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/**
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* @property {PIXI.Sprite} orientationSprite - The Sprite that is optionally displayed if the browser enters an unsupported orientation.
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*/
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this.orientationSprite = null;
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/**
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* @property {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation having been in portrait.
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*/
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@ -548,49 +543,23 @@ Phaser.ScaleManager.prototype = {
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/**
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* If you need your game to run in only one orientation you can force that to happen.
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* The optional orientationImage is displayed when the game is in the incorrect orientation.
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*
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* @method Phaser.ScaleManager#forceOrientation
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* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
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* @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.
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* @param {string} [orientationImage=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
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*/
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forceOrientation: function (forceLandscape, forcePortrait, orientationImage) {
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forceOrientation: function (forceLandscape, forcePortrait) {
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if (typeof forcePortrait === 'undefined') { forcePortrait = false; }
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this.forceLandscape = forceLandscape;
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this.forcePortrait = forcePortrait;
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if (typeof orientationImage !== 'undefined')
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{
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if (orientationImage === null || this.game.cache.checkImageKey(orientationImage) === false)
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{
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orientationImage = '__default';
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}
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this.orientationSprite = new Phaser.Image(this.game, this.game.width / 2, this.game.height / 2, orientationImage);
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this.orientationSprite.anchor.set(0.5);
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this.checkOrientationState();
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if (this.incorrectOrientation)
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{
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this.orientationSprite.visible = true;
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this.game.world.visible = false;
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}
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else
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{
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this.orientationSprite.visible = false;
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this.game.world.visible = true;
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}
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this.game.stage.addChild(this.orientationSprite);
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}
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},
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/**
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* Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set)
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*
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* @method Phaser.ScaleManager#checkOrientationState
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*/
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checkOrientationState: function () {
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@ -604,12 +573,6 @@ Phaser.ScaleManager.prototype = {
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this.incorrectOrientation = false;
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this.leaveIncorrectOrientation.dispatch();
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if (this.orientationSprite)
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{
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this.orientationSprite.visible = false;
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this.game.world.visible = true;
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}
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if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
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{
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this.refresh();
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@ -624,12 +587,6 @@ Phaser.ScaleManager.prototype = {
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this.incorrectOrientation = true;
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this.enterIncorrectOrientation.dispatch();
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if (this.orientationSprite && this.orientationSprite.visible === false)
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{
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this.orientationSprite.visible = true;
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this.game.world.visible = false;
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}
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if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
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{
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this.refresh();
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