mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 06:28:30 +00:00
You can now set the Stage.backgroundColor using either hex or numeric values.
This commit is contained in:
parent
cfa2c96637
commit
d026f968de
4 changed files with 54 additions and 11 deletions
|
@ -9,6 +9,9 @@ function preload() {
|
||||||
|
|
||||||
function create() {
|
function create() {
|
||||||
|
|
||||||
|
// game.stage.backgroundColor = '#239923';
|
||||||
|
game.stage.backgroundColor = 0xff8855;
|
||||||
|
|
||||||
var mummy = game.add.sprite(300, 200, 'mummy', 5);
|
var mummy = game.add.sprite(300, 200, 'mummy', 5);
|
||||||
|
|
||||||
mummy.animations.add('walk');
|
mummy.animations.add('walk');
|
||||||
|
|
|
@ -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.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.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
|
||||||
|
|
||||||
function preload() {
|
function preload() {
|
||||||
|
|
||||||
|
@ -13,6 +13,7 @@ var font;
|
||||||
var i;
|
var i;
|
||||||
var background;
|
var background;
|
||||||
var filter;
|
var filter;
|
||||||
|
var count = 0;
|
||||||
|
|
||||||
function create() {
|
function create() {
|
||||||
|
|
||||||
|
@ -27,16 +28,25 @@ function create() {
|
||||||
background.filters = [filter];
|
background.filters = [filter];
|
||||||
|
|
||||||
font = game.add.bitmapFont('knightHawks', 31, 25, Phaser.BitmapFont.TEXT_SET6, 10, 1, 1);
|
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() {
|
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++;
|
// game.camera.view.x++;
|
||||||
|
|
||||||
filter.update();
|
filter.update();
|
||||||
|
@ -44,6 +54,7 @@ function update() {
|
||||||
// Uncomment for coolness :)
|
// Uncomment for coolness :)
|
||||||
// filter.blueShift -= 0.001;
|
// 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;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -61,6 +61,12 @@ Phaser.Stage = function (game, width, height) {
|
||||||
*/
|
*/
|
||||||
this._nextOffsetCheck = 0;
|
this._nextOffsetCheck = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @property {number} _backgroundColor - Stage background color.
|
||||||
|
* @private
|
||||||
|
*/
|
||||||
|
this._backgroundColor;
|
||||||
|
|
||||||
if (game.config)
|
if (game.config)
|
||||||
{
|
{
|
||||||
this.parseConfig(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
|
* @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'
|
* @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 () {
|
get: function () {
|
||||||
return this._backgroundColor;
|
return this._backgroundColor;
|
||||||
|
|
|
@ -408,9 +408,17 @@ PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
|
||||||
{
|
{
|
||||||
if(isFrame)
|
if(isFrame)
|
||||||
{
|
{
|
||||||
targetWidth = frame.width;
|
if (texture.trim)
|
||||||
targetHeight = frame.height;
|
{
|
||||||
|
targetWidth = texture.trim.width;
|
||||||
|
targetHeight = texture.trim.height;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
targetWidth = frame.width;
|
||||||
|
targetHeight = frame.height;
|
||||||
|
}
|
||||||
|
|
||||||
newTextureRequired = true;
|
newTextureRequired = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -443,7 +451,7 @@ PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
|
||||||
this.tilingTexture.isTiling = true;
|
this.tilingTexture.isTiling = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
canvasBuffer.context.drawImage(texture.baseTexture.source,
|
canvasBuffer.context.drawImage(texture.baseTexture.source,
|
||||||
frame.x,
|
frame.x,
|
||||||
frame.y,
|
frame.y,
|
||||||
|
|
Loading…
Add table
Reference in a new issue