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InputHandler was using the wrong property in checkBoundsSprite
when fixedToCamera (thanks @yig #1613)
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2 changed files with 9 additions and 8 deletions
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@ -155,6 +155,7 @@ Thanks to @pnstickne for vast majority of this update.
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* Phaser.Ellipse.contains is now working again (thanks @spayton #1524)
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* 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)
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* 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)
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* InputHandler was using the wrong property in `checkBoundsSprite` when fixedToCamera (thanks @yig #1613)
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For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).
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@ -1480,22 +1480,22 @@ Phaser.InputHandler.prototype = {
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if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera)
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{
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if (this.sprite.cameraOffset.x < this.boundsSprite.camerOffset.x)
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if (this.sprite.cameraOffset.x < this.boundsSprite.cameraOffset.x)
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{
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this.sprite.cameraOffset.x = this.boundsSprite.camerOffset.x;
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this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x;
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}
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else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.camerOffset.x + this.boundsSprite.width))
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else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.cameraOffset.x + this.boundsSprite.width))
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{
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this.sprite.cameraOffset.x = (this.boundsSprite.camerOffset.x + this.boundsSprite.width) - this.sprite.width;
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this.sprite.cameraOffset.x = (this.boundsSprite.cameraOffset.x + this.boundsSprite.width) - this.sprite.width;
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}
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if (this.sprite.cameraOffset.y < this.boundsSprite.camerOffset.y)
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if (this.sprite.cameraOffset.y < this.boundsSprite.cameraOffset.y)
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{
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this.sprite.cameraOffset.y = this.boundsSprite.camerOffset.y;
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this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y;
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}
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else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.camerOffset.y + this.boundsSprite.height))
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else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.cameraOffset.y + this.boundsSprite.height))
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{
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this.sprite.cameraOffset.y = (this.boundsSprite.camerOffset.y + this.boundsSprite.height) - this.sprite.height;
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this.sprite.cameraOffset.y = (this.boundsSprite.cameraOffset.y + this.boundsSprite.height) - this.sprite.height;
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}
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}
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else
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