mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
Removed PIXI.Stage. Phaser.Stage now handles everything it needs to do.
This commit is contained in:
parent
705cacf2ca
commit
b99c9e22ec
3 changed files with 33 additions and 10 deletions
|
@ -52,7 +52,6 @@
|
|||
<script src="$path/src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="$path/src/pixi/display/Sprite.js"></script>
|
||||
<script src="$path/src/pixi/display/SpriteBatch.js"></script>
|
||||
<script src="$path/src/pixi/display/Stage.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/utils/Utils.js"></script>
|
||||
<script src="$path/src/pixi/utils/Polyk.js"></script>
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
* It also handles browser visibility handling and the pausing due to loss of focus.
|
||||
*
|
||||
* @class Phaser.Stage
|
||||
* @extends PIXI.Stage
|
||||
* @extends PIXI.DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Game reference to the currently running game.
|
||||
*/
|
||||
|
@ -20,7 +20,7 @@ Phaser.Stage = function (game) {
|
|||
*/
|
||||
this.game = game;
|
||||
|
||||
PIXI.Stage.call(this, 0x000000);
|
||||
PIXI.DisplayObjectContainer.call(this);
|
||||
|
||||
/**
|
||||
* @property {string} name - The name of this object.
|
||||
|
@ -40,6 +40,20 @@ Phaser.Stage = function (game) {
|
|||
*/
|
||||
this.exists = true;
|
||||
|
||||
/**
|
||||
* @property {PIXI.Matrix} worldTransform - Current transform of the object based on world (parent) factors
|
||||
* @private
|
||||
* @readOnly
|
||||
*/
|
||||
this.worldTransform = new PIXI.Matrix();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Stage} stage - The stage reference (the Stage is its own stage)
|
||||
* @private
|
||||
* @readOnly
|
||||
*/
|
||||
this.stage = this;
|
||||
|
||||
/**
|
||||
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
|
||||
*/
|
||||
|
@ -63,6 +77,12 @@ Phaser.Stage = function (game) {
|
|||
*/
|
||||
this._backgroundColor = 0x000000;
|
||||
|
||||
// transparent = 0,0,0,0 - otherwise r,g,b,1
|
||||
this.r = 0;
|
||||
this.g = 0;
|
||||
this.b = 0;
|
||||
this.a = 0;
|
||||
|
||||
if (game.config)
|
||||
{
|
||||
this.parseConfig(game.config);
|
||||
|
@ -70,7 +90,7 @@ Phaser.Stage = function (game) {
|
|||
|
||||
};
|
||||
|
||||
Phaser.Stage.prototype = Object.create(PIXI.Stage.prototype);
|
||||
Phaser.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
||||
Phaser.Stage.prototype.constructor = Phaser.Stage;
|
||||
|
||||
/**
|
||||
|
@ -313,16 +333,21 @@ Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
|||
{
|
||||
var rgb = Phaser.Color.valueToColor(backgroundColor);
|
||||
|
||||
console.log('sb1', rgb);
|
||||
|
||||
this._backgroundColor = Phaser.Color.getColor(rgb.r, rgb.g, rgb.b);
|
||||
|
||||
// this.r = rgb.r / 255;
|
||||
// this.g = rgb.g / 255;
|
||||
// this.b = rgb.b / 255;
|
||||
console.log('sb2', this._backgroundColor);
|
||||
|
||||
this.r = rgb.r / 255;
|
||||
this.g = rgb.g / 255;
|
||||
this.b = rgb.b / 255;
|
||||
this.a = 1;
|
||||
|
||||
// this.canvasFill = rgb.rgba;
|
||||
|
||||
this.backgroundColorSplit = [ rgb.r / 255, rgb.g / 255, rgb.b / 255 ];
|
||||
this.backgroundColorString = Phaser.Color.RGBtoString(rgb.r, rgb.g, rgb.b, 255, '#');
|
||||
// this.backgroundColorSplit = [ rgb.r / 255, rgb.g / 255, rgb.b / 255 ];
|
||||
// this.backgroundColorString = Phaser.Color.RGBtoString(rgb.r, rgb.g, rgb.b, 255, '#');
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
"src/pixi/display/DisplayObjectContainer.js",
|
||||
"src/pixi/display/Sprite.js",
|
||||
"src/pixi/display/SpriteBatch.js",
|
||||
"src/pixi/display/Stage.js",
|
||||
|
||||
"src/pixi/utils/Utils.js",
|
||||
"src/pixi/utils/Polyk.js",
|
||||
|
|
Loading…
Reference in a new issue