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Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258)
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3 changed files with 69 additions and 4 deletions
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@ -82,6 +82,7 @@ Significant API changes:
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* If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
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* Time.physicsElapsed is no longer bound or clamped, be wary of this if you use the value anywhere in your code.
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* In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
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* Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
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New features:
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@ -185,6 +186,7 @@ Bug Fixes:
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* Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
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* Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
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* Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493)
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* If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258)
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TO DO:
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59
examples/wip/no-scale.js
Normal file
59
examples/wip/no-scale.js
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@ -0,0 +1,59 @@
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var game = new Phaser.Game(1024, 672, Phaser.CANVAS, 'phaser-example', { init: init, preload: preload, create: create, update: update, render: render });
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function init() {
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game.scale.scaleMode = Phaser.ScaleManager.NO_SCALE;
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// game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
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game.scale.forceOrientation(true, false);
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game.scale.enterIncorrectOrientation.add(enterIncorrectOrientation, game);
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game.scale.leaveIncorrectOrientation.add(leaveIncorrectOrientation, game);
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game.scale.setScreenSize(true);
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game.stage.backgroundColor = 0x004400;
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}
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function preload() {
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game.load.image('pic', 'assets/pics/remember-me.jpg');
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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}
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var mummy;
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var anim;
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function create() {
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game.add.image(0, 0, 'pic');
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mummy = game.add.sprite(300, 200, 'mummy', 5);
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anim = mummy.animations.add('walk');
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anim.play(20, true);
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}
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function enterIncorrectOrientation () {
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// game.stage.backgroundColor = 0xff0000;
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}
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function leaveIncorrectOrientation () {
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// game.stage.backgroundColor = 0x000033;
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}
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function update() {
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}
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function render() {
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// game.debug.renderPointer(game.input.activePointer);
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}
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@ -409,7 +409,6 @@ Phaser.ScaleManager.prototype = {
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if ((this.forceLandscape && window.innerWidth > window.innerHeight) || (this.forcePortrait && window.innerHeight > window.innerWidth))
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{
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// Back to normal
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this.game.paused = false;
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this.incorrectOrientation = false;
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this.leaveIncorrectOrientation.dispatch();
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@ -419,7 +418,10 @@ Phaser.ScaleManager.prototype = {
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this.game.world.visible = true;
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}
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this.refresh();
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if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
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{
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this.refresh();
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}
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}
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}
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else
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@ -427,7 +429,6 @@ Phaser.ScaleManager.prototype = {
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if ((this.forceLandscape && window.innerWidth < window.innerHeight) || (this.forcePortrait && window.innerHeight < window.innerWidth))
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{
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// Show orientation screen
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this.game.paused = true;
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this.incorrectOrientation = true;
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this.enterIncorrectOrientation.dispatch();
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@ -437,7 +438,10 @@ Phaser.ScaleManager.prototype = {
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this.game.world.visible = false;
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}
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this.refresh();
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if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
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{
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this.refresh();
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}
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}
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}
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},
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