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The Container
Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the container, rather than a quad alpha, which never worked consistently across Container children. Fix #4916
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2 changed files with 4 additions and 7 deletions
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@ -58,7 +58,7 @@ var Vector2 = require('../../math/Vector2');
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* @constructor
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* @since 3.4.0
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.AlphaSingle
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Depth
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@ -76,7 +76,7 @@ var Container = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.AlphaSingle,
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Components.BlendMode,
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Components.ComputedSize,
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Components.Depth,
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@ -52,10 +52,7 @@ var ContainerWebGLRenderer = function (renderer, container, interpolationPercent
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renderer.setBlendMode(0);
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}
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var alphaTopLeft = container.alphaTopLeft;
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var alphaTopRight = container.alphaTopRight;
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var alphaBottomLeft = container.alphaBottomLeft;
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var alphaBottomRight = container.alphaBottomRight;
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var alpha = container.alpha;
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var scrollFactorX = container.scrollFactorX;
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var scrollFactorY = container.scrollFactorY;
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@ -123,7 +120,7 @@ var ContainerWebGLRenderer = function (renderer, container, interpolationPercent
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// Set parent values
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child.setScrollFactor(childScrollFactorX * scrollFactorX, childScrollFactorY * scrollFactorY);
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child.setAlpha(childAlphaTopLeft * alphaTopLeft, childAlphaTopRight * alphaTopRight, childAlphaBottomLeft * alphaBottomLeft, childAlphaBottomRight * alphaBottomRight);
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child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);
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// Render
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child.renderWebGL(renderer, child, interpolationPercentage, camera, transformMatrix);
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