SoundManager.close now validates that context.close is a valid function before calling it (thanks @brianbunch #2355)

This commit is contained in:
photonstorm 2016-02-26 13:29:35 +00:00
parent c04a2be36b
commit cc3a07bada
2 changed files with 4 additions and 2 deletions

View file

@ -331,6 +331,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
* The `mouseoutglobal` event listener wasn't removed when the game was destroyed (thanks @stoneman1 #2345 #2344 #2342) * The `mouseoutglobal` event listener wasn't removed when the game was destroyed (thanks @stoneman1 #2345 #2344 #2342)
* Fixed issue with IE crashing on this.context.close in the Sound Manager (thanks @stoneman1 #2349) * Fixed issue with IE crashing on this.context.close in the Sound Manager (thanks @stoneman1 #2349)
* Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0, 0. They now take into account the actual origin (thanks @fillmoreb #2353) * Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0, 0. They now take into account the actual origin (thanks @fillmoreb #2353)
* SoundManager.close now validates that context.close is a valid function before calling it (thanks @brianbunch #2355)
### Pixi Updates ### Pixi Updates

View file

@ -729,11 +729,12 @@ Phaser.SoundManager.prototype = {
this._sounds = []; this._sounds = [];
this.onSoundDecode.dispose(); this.onSoundDecode.dispose();
if (this.context) {
if (this.context && this.context.close)
{
this.context.close(); this.context.close();
} }
if (this.context && window['PhaserGlobal']) if (this.context && window['PhaserGlobal'])
{ {
// Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing // Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing