You can now set the Stage.backgroundColor using either hex or numeric values.

This commit is contained in:
photonstorm 2014-02-16 14:54:04 +00:00
parent cfa2c96637
commit d026f968de
4 changed files with 54 additions and 11 deletions

View file

@ -9,6 +9,9 @@ function preload() {
function create() {
// game.stage.backgroundColor = '#239923';
game.stage.backgroundColor = 0xff8855;
var mummy = game.add.sprite(300, 200, 'mummy', 5);
mummy.animations.add('walk');

View file

@ -1,6 +1,6 @@
// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
@ -13,6 +13,7 @@ var font;
var i;
var background;
var filter;
var count = 0;
function create() {
@ -27,16 +28,25 @@ function create() {
background.filters = [filter];
font = game.add.bitmapFont('knightHawks', 31, 25, Phaser.BitmapFont.TEXT_SET6, 10, 1, 1);
font.text = 'phaser was here';
font.text = 'phaser ';
i = game.add.image(0, 0, font);
// i = game.add.image(0, 0, font);
// sprite = game.add.tileSprite(0, 0, 800, 600, font);
sprite = game.add.tileSprite(0, 0, 800, 600, font);
}
function update() {
count += 0.005
sprite.tileScale.x = 2 + Math.sin(count);
sprite.tileScale.y = 2 + Math.cos(count);
sprite.tilePosition.x += 1;
sprite.tilePosition.y += 1;
// game.camera.view.x++;
filter.update();
@ -44,6 +54,7 @@ function update() {
// Uncomment for coolness :)
// filter.blueShift -= 0.001;
// font.text = "phaser x: " + game.input.x + " y: " + game.input.y;
font.text = " phaser x: " + game.input.x + " y: " + game.input.y;
sprite.refreshTexture = true;
}

View file

@ -61,6 +61,12 @@ Phaser.Stage = function (game, width, height) {
*/
this._nextOffsetCheck = 0;
/**
* @property {number} _backgroundColor - Stage background color.
* @private
*/
this._backgroundColor;
if (game.config)
{
this.parseConfig(game.config);
@ -275,11 +281,26 @@ Phaser.Stage.prototype.visibilityChange = function (event) {
}
/**
* Sets the background color for the stage.
*
* @name Phaser.Stage#setBackgroundColor
* @param {number} backgroundColor - The color of the background, easiest way to pass this in is in hex format like: 0xFFFFFF for white.
*/
Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
{
this._backgroundColor = backgroundColor || 0x000000;
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
var hex = this._backgroundColor.toString(16);
hex = '000000'.substr(0, 6 - hex.length) + hex;
this.backgroundColorString = '#' + hex;
}
/**
* @name Phaser.Stage#backgroundColor
* @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
*/
Object.defineProperty(Phaser.Stage.prototype, "NEWbackgroundColor", {
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
get: function () {
return this._backgroundColor;

View file

@ -408,9 +408,17 @@ PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
{
if(isFrame)
{
targetWidth = frame.width;
targetHeight = frame.height;
if (texture.trim)
{
targetWidth = texture.trim.width;
targetHeight = texture.trim.height;
}
else
{
targetWidth = frame.width;
targetHeight = frame.height;
}
newTextureRequired = true;
}
@ -443,7 +451,7 @@ PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
this.tilingTexture.isTiling = true;
}
canvasBuffer.context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,