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https://github.com/photonstorm/phaser
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We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
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3 changed files with 13 additions and 4 deletions
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@ -138,6 +138,8 @@ Updates:
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* BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask.
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* The new GameObjectCreator (which you access via game.make or State.make) lets you easily create an object but NOT add it to the display list.
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* TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions.
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* We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
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* Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
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Bug Fixes:
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@ -540,6 +540,13 @@ Phaser.Game.prototype = {
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*/
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setUpRenderer: function () {
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if (this.device.trident)
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{
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// Pixi WebGL renderer on IE11 doesn't work correctly at the moment, the pre-multiplied alpha gets all washed out.
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// 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?
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this.renderType = Phaser.CANVAS;
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}
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if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
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{
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if (this.device.canvas)
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@ -144,10 +144,10 @@ Phaser.Loader.prototype = {
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/**
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* You can set a Sprite to be a "preload" sprite by passing it to this method.
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* A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time.
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* This allows you to easily make loading bars for games.
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* This allows you to easily make loading bars for games. Note that Sprite.visible = true will be set when calling this.
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*
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* @method Phaser.Loader#setPreloadSprite
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* @param {Phaser.Sprite} sprite - The sprite that will be cropped during the load.
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* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite that will be cropped during the load.
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* @param {number} [direction=0] - A value of zero means the sprite width will be cropped, a value of 1 means its height will be cropped.
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*/
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setPreloadSprite: function (sprite, direction) {
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@ -169,6 +169,8 @@ Phaser.Loader.prototype = {
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sprite.crop(this.preloadSprite.crop);
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sprite.visible = true;
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},
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/**
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@ -1305,8 +1307,6 @@ Phaser.Loader.prototype = {
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{
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this.preloadSprite.crop.height = Math.floor((this.preloadSprite.height / 100) * this.progress);
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}
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// this.preloadSprite.sprite.crop = this.preloadSprite.crop;
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}
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this.onFileComplete.dispatch(this.progress, this._fileList[previousIndex].key, success, this.totalLoadedFiles(), this._fileList.length);
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