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Closed #2844: Rename version 2.1.6 of Cocos2d-html5 to 2.2 #1159

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Sep 25, 2013
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4 changes: 2 additions & 2 deletions CHANGELOG.txt
Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
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
* 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
* 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)
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2 changes: 1 addition & 1 deletion cocos2d/CCDirector.js
Original file line number Diff line number Diff line change
Expand Up @@ -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 */
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2 changes: 1 addition & 1 deletion cocos2d/build.xml
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@

<target name="compile_Canvas">
<jscomp compilationLevel="simple" warning="quiet"
debug="false" output="../lib/Cocos2d-html5-v2.1.6.min.js">
debug="false" output="../lib/Cocos2d-html5-v2.2.min.js">
<externs dir="${basedir}">
<file name="cocos2d_externs.js"/>
</externs>
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2 changes: 1 addition & 1 deletion cocos2d/platform/CCConfig.js
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@
* @constant
* @type String
*/
cc.ENGINE_VERSION = "Cocos2d-html5-v2.1.6";
cc.ENGINE_VERSION = "Cocos2d-html5-v2.2";

/**
* <p>
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2 changes: 1 addition & 1 deletion cocos2d/sprite_nodes/CCSprite.js
Original file line number Diff line number Diff line change
Expand Up @@ -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) {
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