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If you load an image and provide a key that was already in-use in the Cache, then the old image is now destroyed (via Cache.removeImage
) and the new image takes its place.
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@ -149,6 +149,7 @@ We've also removed functions and properties from Pixi classes that Phaser doesn'
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* InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
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* InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
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* Sound in Web Audio now uses AudioContext.onended to trigger when it will stop playing instead of using a time based value. This is only used if the sound doesn't loop and isn't an audio sprite, but will give a much more accurate `Sound.onStop` event. It also prevents short audio files from being cut off during playback (#1471) and accounts for time spent decoding.
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* If you load an image and provide a key that was already in-use in the Cache, then the old image is now destroyed (via `Cache.removeImage`) and the new image takes its place.
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### Bug Fixes
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@ -495,6 +495,7 @@ Phaser.Cache.prototype = {
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/**
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* Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM.
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* If an image already exists in the cache with the same key then it is removed and destroyed, and the new image inserted in its place.
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*
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* @method Phaser.Cache#addImage
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* @param {string} key - The unique key by which you will reference this object.
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@ -503,6 +504,11 @@ Phaser.Cache.prototype = {
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*/
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addImage: function (key, url, data) {
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if (this.checkImageKey(key))
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{
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this.removeImage(key);
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}
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this._images[key] = { url: url, data: data };
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this._images[key].frame = new Phaser.Frame(0, 0, 0, data.width, data.height, key, this.game.rnd.uuid());
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