mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter.
This commit is contained in:
parent
52ca720ec0
commit
8973423e98
3 changed files with 48 additions and 10 deletions
|
@ -64,9 +64,12 @@ Version 2.3.0 - "Tarabon" - in dev
|
|||
|
||||
### Updates
|
||||
|
||||
* TypeScript definitions fixes and updates (thanks @clark-stevenson @TimvdEijnden)
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* SoundManager.unlock checks for audio `start` support and falls back to `noteOn` if not found.
|
||||
* Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter.
|
||||
|
||||
For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).
|
||||
|
||||
|
|
|
@ -438,7 +438,6 @@ Phaser.AnimationManager.prototype = {
|
|||
this._anims = {};
|
||||
this._outputFrames = [];
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
this.sprite = null;
|
||||
|
@ -524,7 +523,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
|
|||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this._frameIndex;
|
||||
return this.currentFrame.index;
|
||||
}
|
||||
|
||||
},
|
||||
|
@ -537,8 +536,6 @@ Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
|
|||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
this._frameIndex = value;
|
||||
|
||||
this.sprite.setFrame(this.currentFrame);
|
||||
|
||||
if (this.sprite.__tilePattern)
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
* If you need to add a border, margin or any other CSS around your game container, then use a parent element and
|
||||
* apply the CSS to this instead, otherwise you'll be constantly resizing the shape of the game container.
|
||||
*
|
||||
* - The Display canvas layout CSS styles (ie. margins, size) should not be altered/specified as
|
||||
* - The Display canvas layout CSS styles (i.e. margins, size) should not be altered/specified as
|
||||
* they may be updated by the ScaleManager.
|
||||
*
|
||||
* @description
|
||||
|
@ -1161,6 +1161,7 @@ Phaser.ScaleManager.prototype = {
|
|||
{
|
||||
this.dom.getOffset(this.game.canvas, this.offset);
|
||||
}
|
||||
|
||||
this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
|
||||
|
||||
// Can be invoked in boot pre-input
|
||||
|
@ -2158,10 +2159,12 @@ Phaser.ScaleManager.prototype.setSize = Phaser.ScaleManager.prototype.reflowCanv
|
|||
Phaser.ScaleManager.prototype.checkOrientationState = function () {
|
||||
|
||||
var changed = this.updateOrientationState();
|
||||
|
||||
if (changed)
|
||||
{
|
||||
this.refresh();
|
||||
}
|
||||
|
||||
return changed;
|
||||
|
||||
};
|
||||
|
@ -2405,7 +2408,7 @@ Object.defineProperty(Phaser.ScaleManager.prototype, "isFullScreen", {
|
|||
});
|
||||
|
||||
/**
|
||||
* Returns true if the browser is in portrait mode.
|
||||
* Returns true if the screen orientation is in portrait mode.
|
||||
*
|
||||
* @name Phaser.ScaleManager#isPortrait
|
||||
* @property {boolean} isPortrait
|
||||
|
@ -2420,7 +2423,7 @@ Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", {
|
|||
});
|
||||
|
||||
/**
|
||||
* Returns true if the browser is in landscape mode.
|
||||
* Returns true if the screen orientation is in landscape mode.
|
||||
*
|
||||
* @name Phaser.ScaleManager#isLandscape
|
||||
* @property {boolean} isLandscape
|
||||
|
@ -2435,7 +2438,7 @@ Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", {
|
|||
});
|
||||
|
||||
/**
|
||||
* The _last known_ orientation value of the game. A value of 90 is landscape and 0 is portrait.
|
||||
* The _last known_ orientation value of the screen. A value of 90 is landscape and 0 is portrait.
|
||||
* @name Phaser.ScaleManager#orientation
|
||||
* @property {integer} orientation
|
||||
* @readonly
|
||||
|
@ -2443,9 +2446,44 @@ Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", {
|
|||
*/
|
||||
Object.defineProperty(Phaser.ScaleManager.prototype, "orientation", {
|
||||
|
||||
get: function ()
|
||||
{
|
||||
get: function () {
|
||||
return (this.classifyOrientation(this.screenOrientation) === 'portrait' ? 0 : 90);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Returns true if the game dimensions are portrait (height > width).
|
||||
* This is especially useful to check when using the RESIZE scale mode
|
||||
* but wanting to maintain game orientation on desktop browsers,
|
||||
* where typically the screen orientation will always be landscape regardless of the browser viewport.
|
||||
*
|
||||
* @name Phaser.ScaleManager#isGamePortrait
|
||||
* @property {boolean} isGamePortrait
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.ScaleManager.prototype, "isGamePortrait", {
|
||||
|
||||
get: function () {
|
||||
return (this.height > this.width);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Returns true if the game dimensions are landscape (width > height).
|
||||
* This is especially useful to check when using the RESIZE scale mode
|
||||
* but wanting to maintain game orientation on desktop browsers,
|
||||
* where typically the screen orientation will always be landscape regardless of the browser viewport.
|
||||
*
|
||||
* @name Phaser.ScaleManager#isGameLandscape
|
||||
* @property {boolean} isGameLandscape
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.ScaleManager.prototype, "isGameLandscape", {
|
||||
|
||||
get: function () {
|
||||
return (this.width > this.height);
|
||||
}
|
||||
|
||||
});
|
||||
|
|
Loading…
Reference in a new issue