InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613)

This commit is contained in:
photonstorm 2015-02-14 19:10:06 +00:00
parent e9a77d95eb
commit ae198e9364
2 changed files with 9 additions and 8 deletions

View file

@ -155,6 +155,7 @@ Thanks to @pnstickne for vast majority of this update.
* Phaser.Ellipse.contains is now working again (thanks @spayton #1524)
* PIXI.WebGLRenderer.destroy has been fixed to decrement the `glContextId` and remove it from the PIXI.instances global. `Game.destroy` now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260)
* World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455)
* InputHandler was using the wrong property in `checkBoundsSprite` when fixedToCamera (thanks @yig #1613)
For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).

View file

@ -1480,22 +1480,22 @@ Phaser.InputHandler.prototype = {
if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera)
{
if (this.sprite.cameraOffset.x < this.boundsSprite.camerOffset.x)
if (this.sprite.cameraOffset.x < this.boundsSprite.cameraOffset.x)
{
this.sprite.cameraOffset.x = this.boundsSprite.camerOffset.x;
this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x;
}
else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.camerOffset.x + this.boundsSprite.width))
else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.cameraOffset.x + this.boundsSprite.width))
{
this.sprite.cameraOffset.x = (this.boundsSprite.camerOffset.x + this.boundsSprite.width) - this.sprite.width;
this.sprite.cameraOffset.x = (this.boundsSprite.cameraOffset.x + this.boundsSprite.width) - this.sprite.width;
}
if (this.sprite.cameraOffset.y < this.boundsSprite.camerOffset.y)
if (this.sprite.cameraOffset.y < this.boundsSprite.cameraOffset.y)
{
this.sprite.cameraOffset.y = this.boundsSprite.camerOffset.y;
this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y;
}
else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.camerOffset.y + this.boundsSprite.height))
else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.cameraOffset.y + this.boundsSprite.height))
{
this.sprite.cameraOffset.y = (this.boundsSprite.camerOffset.y + this.boundsSprite.height) - this.sprite.height;
this.sprite.cameraOffset.y = (this.boundsSprite.cameraOffset.y + this.boundsSprite.height) - this.sprite.height;
}
}
else