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Merge pull request #1159 from dingpinglv/Iss2844_RenameVersion
Closed #2844: Rename version 2.1.6 of Cocos2d-html5 to 2.2
2 parents a8eca2f + fac1f96 commit bca328b

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CHANGELOG.txt

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Cocos2d-html5-v2.1.6 @ Sep.19, 2013
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Cocos2d-html5-v2.2 @ Sep.19, 2013
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* Improved Sprite, Node, LabelTTF class define from separated code to combined code for maintainability, now it is clean and clear
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* added a new sample game "Fruit attack" which works great on PC browsers, mobile browsers, and can even be run natively as an android and iOS app with JSB
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* cc.Sprite and its subClasses's texture has been replaced from DOM element to cc.Texture2D on Canvas mode
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* Improved cc.Texture2d for direct using without pre-loading image resources, you don't need to wait resources loading when create a new scene or layers
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* Migrated CCBReader and GUI to Cocos2d-x 2.1.4
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* Improved update function of Action, and avoid using temporary object, it is good for GC and performance
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* Modified LabelTTF's rendering from direct drawing to pre-rendering for performance, 100% faster than before on mobile browser
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* Fixed APIs of HTML5 according to JSB for compatibility, e.g. cc.ParticleSystemQuad has merged into cc.ParticleSystem, please check it on upgrade guide v2.1.5 to v2.1.6(http://www.cocos2d-x.org/wiki/Upgrade_Guide_from_Cocos2d-html5_v215_to_v216)
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* Fixed APIs of HTML5 according to JSB for compatibility, e.g. cc.ParticleSystemQuad has merged into cc.ParticleSystem, please check it on upgrade guide v2.1.5 to v2.2(http://www.cocos2d-x.org/wiki/Upgrade_Guide_from_Cocos2d-html5_v215_to_v22)
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* Added Hiding url address bar for mobile browser, please check the template and hello world
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* Re-writed Canvas Mode of RenderTexture to adapt WebGL interface
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* Added frame event, collider and blend type supporting for Armature. Now Armature supports two tools:1.CocoStudio(windows,http://www.cocostudio.org),2.DragonBones(flash, https://github.com/2youyouo2/SkeletonAnimationDesignPanel)

cocos2d/CCDirector.js

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if (!this._paused)
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this._scheduler.update(this._deltaTime);
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cc.renderContext.clearRect(0, 0, cc.canvas.width, -cc.canvas.height);
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cc.renderContext.clearRect(0, 0, cc.originalCanvasSize.width, -cc.originalCanvasSize.height);
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/* to avoid flickr, nextScene MUST be here: after tick and before draw.
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XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */

cocos2d/build.xml

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<target name="compile_Canvas">
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<jscomp compilationLevel="simple" warning="quiet"
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debug="false" output="../lib/Cocos2d-html5-v2.1.6.min.js">
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debug="false" output="../lib/Cocos2d-html5-v2.2.min.js">
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<externs dir="${basedir}">
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<file name="cocos2d_externs.js"/>
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</externs>

cocos2d/platform/CCConfig.js

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* @constant
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* @type String
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*/
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cc.ENGINE_VERSION = "Cocos2d-html5-v2.1.6";
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cc.ENGINE_VERSION = "Cocos2d-html5-v2.2";
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/**
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* <p>

cocos2d/sprite_nodes/CCSprite.js

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flipXOffset, flipYOffset, locRect.width, locRect.height);
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} else {
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context.drawImage(image,
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locRect.x, locRect.y, locRect.width, locRect.height,
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locRect.x, locRect.y, locRect.width, locRect.height,
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flipXOffset, flipYOffset, locRect.width, locRect.height);
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}
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} else if (locContentSize.width !== 0) {

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