Forces use of a Canvas Renderer under CocoonJS automatically.

The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
This commit is contained in:
photonstorm 2014-05-29 23:17:18 +01:00
parent 0c675f741f
commit eee1183a6a
3 changed files with 4 additions and 4 deletions

View file

@ -64,6 +64,8 @@ Version 2.0.6 - "Jornhill" - -in development-
### CocoonJS Specific Updates
* Wrapped all touch, keyboard, mouse and fulscreen events that CocoonJS doesn't support in conditional checks to avoid Warnings.
* Forces use of a Canvas Renderer under CocoonJS automatically.
* The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
### New Features

View file

@ -391,7 +391,6 @@ Phaser.Game.prototype = {
},
/**
* Initialize engine sub modules and start the game.
*
@ -543,7 +542,7 @@ Phaser.Game.prototype = {
*/
setUpRenderer: function () {
if (this.device.trident)
if (this.device.trident || this.device.cocoonJS)
{
// Pixi WebGL renderer on IE11 doesn't work correctly at the moment, the pre-multiplied alpha gets all washed out.
// So we're forcing canvas for now until this is fixed, sorry. It's got to be better than no game appearing at all, right?

View file

@ -120,7 +120,7 @@ Phaser.SoundManager.prototype = {
this.channels = 1;
}
if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
if (!this.game.device.cocoonJS && this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
{
this.game.input.touch.callbackContext = this;
this.game.input.touch.touchStartCallback = this.unlock;
@ -130,7 +130,6 @@ Phaser.SoundManager.prototype = {
}
else
{
// What about iOS5?
this.touchLocked = false;
}