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Kinetic.Global.Stages/Shapes #79
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you read my mind. I don't particularly like how multiple stages are currently handled either, and haven't put too much thought into it since as of yet it's been lower on my priority list. Now that Kinetic is looking pretty solid, I'd like to relook into this. What if you could manage your stages like this: Kinetic.remove(stage); |
added it to the top of my todo list here: https://github.com/ericdrowell/KineticJS/wiki/Todo-List Cheers! |
Sounds good! |
This should be working as of v4.3.1 via the destroy() method which should work with stages stage.destroy(); If you still run into issues, please reopen this ticket :) |
I'm not quite sure about this.
On my web page, if I add 100 canvas and I draw shapes on each of them. Later if I don't need those stages anymore and want to add another 100 stages, Kinetic.Global.Stages/Shapes will have a lots of stuff in it.
Can I manually set them to empty before I add new stages?
Something like Kinetic.Global.Stages = [ ]; Kinetic.Global.Stages = { } ?
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