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Particles.Arcade.Emitter.makeParticles now checks the given quantity
value against Emitter.maxParticles
. If quantity
is more than maxParticles
then the maxParticles
value is used instead.
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2 changed files with 14 additions and 12 deletions
19
README.md
19
README.md
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@ -84,26 +84,23 @@ Version 2.2.2 - "Alkindar" - in development
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* TypeScript definitions fixes and updates (thanks @clark-stevenson @Schmavery)
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* DOM.visualBounds now includes scroll bars (#1429)
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* The new fixed time-step code has been more carefully linked to Pixi transform updates. This should finally put a stop to the tunneling issues that were being reported.
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* Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch onComplete(target, tween) as the parameters in that order (thanks @P0rnflake #1450)
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* Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch `onComplete(target, tween)`` as the parameters in that order (thanks @P0rnflake #1450)
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* Removed redundant `tolerance` parameter from Rectangle.intersects (thanks @toolness #1463)
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* Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454)
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* Device.webAudio check inversed to avoid throwing a warning in Chrome.
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* Mouse.mouseMoveCallback is flagged as deprecated.
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* Remove `tw` and `th` init from TilemapLayer (thanks @nextht #1474)
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* Particles.Arcade.Emitter.makeParticles now checks the given `quantity` value against `Emitter.maxParticles`. If `quantity` is more than `maxParticles` then the `maxParticles` value is used instead.
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### Bug Fixes
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* Fix / double-copy for Safari tilemap bug when rendering with delta scrolling. This fixes tilemaps not appearing to update on Safari OS X and iOS specifically (thanks @pnstickne #1498)
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* Tween.delay, Tween.repeat and Tween.yoyo will no longer throw an error if called before a TweenData object has been created (via Tween.to or Tween.from) (thanks @SomMeri #1419)
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* The click trampoline added for IE prevents Chrome for Android from being
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* The click trampoline added for IE prevented Chrome for Android from being
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able to launch Full Screen mode with the default parameters for
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ScaleManger#startFullScreen. (The desktop version of Chrome is not
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affected.)
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This fix adds an additional compatibility settings (clickTrampoline)
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that can be used to configure when such is used. By default the
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'when-not-mouse' mode is only enabled for Desktop browsers, where the
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primary input is ubiquitously a mouse.
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There are no known breaking compatibility changes - the Full Screen should
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be initiatable in Chrome for Android as it was in 2.1.x. The default
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Android browser does not support Full Screen.
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ScaleManger#startFullScreen (the desktop version of Chrome was not
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affected.). This is now fixed and additional compatibility settings (clickTrampoline) that can be used to configure when such is used. By default the 'when-not-mouse' mode is only enabled for Desktop browsers, where the
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primary input is ubiquitously a mouse. There are no known breaking compatibility changes - the Full Screen should be initiatable in Chrome for Android as it was in 2.1.x. The default Android browser does not support Full Screen (thanks @pnstickne)
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* TilemapParser now checks for image collections, avoiding crashes. These would arise with maps exported from the new release of Tiled (thanks @paul-reilly #1440)
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* Group.replace could still access `newChild.parent` after it was set to `undefined`. This unifies the approach (thanks @pnstickne #1410 #1417)
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* P2.postBroadphaserHandler updated to avoid skipping final 2 pairs.
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@ -287,7 +287,7 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
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* @method Phaser.Particles.Arcade.Emitter#makeParticles
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* @param {array|string} keys - A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.
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* @param {array|number} [frames=0] - A frame number, or array of frames that the sprite will use. If an array one is picked at random.
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* @param {number} [quantity] - The number of particles to generate. If not given it will use the value of Emitter.maxParticles.
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* @param {number} [quantity] - The number of particles to generate. If not given it will use the value of Emitter.maxParticles. If the value is greater than Emitter.maxParticles it will use Emitter.maxParticles as the quantity.
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* @param {boolean} [collide=false] - If you want the particles to be able to collide with other Arcade Physics bodies then set this to true.
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* @param {boolean} [collideWorldBounds=false] - A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
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* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
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@ -305,6 +305,11 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
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var rndFrame = frames;
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this._frames = frames;
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if (quantity > this.maxParticles)
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{
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quantity = this.maxParticles;
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}
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while (i < quantity)
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{
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if (Array.isArray(keys))
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