Added re-tint reset.

This commit is contained in:
photonstorm 2015-05-08 04:12:20 +01:00
parent 2cd59bbf32
commit a1102d4d4d

View file

@ -106,6 +106,8 @@ Phaser.Component.Core.preUpdate = function () {
this.renderOrderID = this.game.stage.currentRenderOrderID++;
}
this.texture.requiresReTint = false;
if (this.animations)
{
this.animations.update();
@ -174,11 +176,11 @@ Phaser.Component.Core.prototype = {
/**
* The key of the image or texture used by this Game Object during rendering.
* If it is a string it's the string used to retrieve the texture from the Phaser.Cache.
* It can also be an instance of a RenderTexture, BitmapData or PIXI.Texture.
* If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
* It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* If a Game Object is created without a key it is automatically assigned the key `__default` which is a 32x32 transparent PNG stored within the Cache.
* If a Game Object is given a key which doesn't exist in the Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key
* If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key
*/
key: '',