diff --git a/CHANGELOG.txt b/CHANGELOG.txt index ebc12bd87c..bd0102bef1 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -1,4 +1,4 @@ -Cocos2d-html5-v2.1.6 @ Sep.19, 2013 +Cocos2d-html5-v2.2 @ Sep.19, 2013 * Improved Sprite, Node, LabelTTF class define from separated code to combined code for maintainability, now it is clean and clear * 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 * cc.Sprite and its subClasses's texture has been replaced from DOM element to cc.Texture2D on Canvas mode @@ -6,7 +6,7 @@ Cocos2d-html5-v2.1.6 @ Sep.19, 2013 * Migrated CCBReader and GUI to Cocos2d-x 2.1.4 * Improved update function of Action, and avoid using temporary object, it is good for GC and performance * Modified LabelTTF's rendering from direct drawing to pre-rendering for performance, 100% faster than before on mobile browser -* 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) +* 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) * Added Hiding url address bar for mobile browser, please check the template and hello world * Re-writed Canvas Mode of RenderTexture to adapt WebGL interface * 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) diff --git a/cocos2d/CCDirector.js b/cocos2d/CCDirector.js index 399213422e..07e15f2fd9 100644 --- a/cocos2d/CCDirector.js +++ b/cocos2d/CCDirector.js @@ -336,7 +336,7 @@ cc.Director = cc.Class.extend(/** @lends cc.Director# */{ if (!this._paused) this._scheduler.update(this._deltaTime); - cc.renderContext.clearRect(0, 0, cc.canvas.width, -cc.canvas.height); + cc.renderContext.clearRect(0, 0, cc.originalCanvasSize.width, -cc.originalCanvasSize.height); /* to avoid flickr, nextScene MUST be here: after tick and before draw. XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */ diff --git a/cocos2d/build.xml b/cocos2d/build.xml index 59c01d81e2..a4f962100e 100644 --- a/cocos2d/build.xml +++ b/cocos2d/build.xml @@ -6,7 +6,7 @@ + debug="false" output="../lib/Cocos2d-html5-v2.2.min.js"> diff --git a/cocos2d/platform/CCConfig.js b/cocos2d/platform/CCConfig.js index 9abd0bfee6..a5d8eb5feb 100644 --- a/cocos2d/platform/CCConfig.js +++ b/cocos2d/platform/CCConfig.js @@ -33,7 +33,7 @@ * @constant * @type String */ -cc.ENGINE_VERSION = "Cocos2d-html5-v2.1.6"; +cc.ENGINE_VERSION = "Cocos2d-html5-v2.2"; /** *

diff --git a/cocos2d/sprite_nodes/CCSprite.js b/cocos2d/sprite_nodes/CCSprite.js index 8052181e2c..a2c7a755e7 100644 --- a/cocos2d/sprite_nodes/CCSprite.js +++ b/cocos2d/sprite_nodes/CCSprite.js @@ -2006,7 +2006,7 @@ cc.Sprite = cc.NodeRGBA.extend(/** @lends cc.Sprite# */{ flipXOffset, flipYOffset, locRect.width, locRect.height); } else { context.drawImage(image, - locRect.x, locRect.y, locRect.width, locRect.height, + locRect.x, locRect.y, locRect.width, locRect.height, flipXOffset, flipYOffset, locRect.width, locRect.height); } } else if (locContentSize.width !== 0) { diff --git a/samples b/samples index 022292761c..ab33b257d2 160000 --- a/samples +++ b/samples @@ -1 +1 @@ -Subproject commit 022292761c6a9d056e25cc6e844430650208513f +Subproject commit ab33b257d2f3f1093c8e42abbdf41a8643a77c23