Updated doc files.

This commit is contained in:
photonstorm
2014-02-05 16:55:02 +00:00
parent 0896c2fac7
commit 02b75b9e23
182 changed files with 72763 additions and 19286 deletions
+202 -116
View File
@@ -90,6 +90,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -162,6 +166,14 @@
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li>
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li>
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li>
<a href="Phaser.Graphics.html">Graphics</a>
</li>
@@ -186,6 +198,10 @@
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.Line.html">Line</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -278,6 +294,10 @@
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
@@ -342,6 +362,10 @@
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@@ -374,36 +398,6 @@
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
@@ -423,7 +417,7 @@
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
@@ -442,16 +436,17 @@
* @constructor
*
* @param {Phaser.Game} game Current game instance.
* @param {number} [x] - X position of the Button.
* @param {number} [y] - Y position of the Button.
* @param {number} [x=0] - X position of the Button.
* @param {number} [y=0] - Y position of the Button.
* @param {string} [key] - The image key as defined in the Game.Cache to use as the texture for this Button.
* @param {function} [callback] - The function to call when this Button is pressed.
* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [upFrame] - This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
*/
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
x = x || 0;
y = y || 0;
@@ -486,7 +481,7 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
* @default
*/
this._onDownFrameName = null;
/**
* @property {string} _onUpFrameName - Internal variable.
* @private
@@ -514,7 +509,7 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
* @default
*/
this._onDownFrameID = null;
/**
* @property {number} _onUpFrameID - Internal variable.
* @private
@@ -596,13 +591,13 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
this.freezeFrames = false;
/**
* When the Button is clicked you can optionally force the state to "out".
* When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
* @property {boolean} forceOut
* @default
*/
this.forceOut = true;
this.forceOut = false;
this.setFrames(overFrame, outFrame, downFrame);
this.setFrames(overFrame, outFrame, downFrame, upFrame);
if (callback !== null)
{
@@ -624,15 +619,38 @@ Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Button.prototype, Pha
Phaser.Button.prototype.constructor = Phaser.Button;
/**
* Used to manually set the frames that will be used for the different states of the button
* exactly like setting them in the constructor.
* Clears all of the frames set on this Button.
*
* @method Phaser.Button.prototype.clearFrames
*/
Phaser.Button.prototype.clearFrames = function () {
this._onOverFrameName = null;
this._onOverFrameID = null;
this._onOutFrameName = null;
this._onOutFrameID = null;
this._onDownFrameName = null;
this._onDownFrameID = null;
this._onUpFrameName = null;
this._onUpFrameID = null;
}
/**
* Used to manually set the frames that will be used for the different states of the Button.
*
* @method Phaser.Button.prototype.setFrames
* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [upFrame] - This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {
this.clearFrames();
if (overFrame !== null)
{
@@ -661,7 +679,6 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
if (typeof outFrame === 'string')
{
this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame;
if (this.input.pointerOver() === false)
{
@@ -671,7 +688,6 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
else
{
this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame;
if (this.input.pointerOver() === false)
{
@@ -702,6 +718,28 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
}
}
if (upFrame !== null)
{
if (typeof upFrame === 'string')
{
this._onUpFrameName = upFrame;
if (this.input.pointerUp())
{
this.frameName = upFrame;
}
}
else
{
this._onUpFrameID = upFrame;
if (this.input.pointerUp())
{
this.frame = upFrame;
}
}
}
};
/**
@@ -723,8 +761,8 @@ Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound,
this.setOverSound(overSound, overMarker);
this.setOutSound(outSound, outMarker);
this.setUpSound(upSound, upMarker);
this.setDownSound(downSound, downMarker);
this.setUpSound(upSound, upMarker);
}
@@ -777,31 +815,7 @@ Phaser.Button.prototype.setOutSound = function (sound, marker) {
}
/**
* The Sound to be played when a Pointer clicks on this Button.
*
* @method Phaser.Button.prototype.setUpSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setUpSound = function (sound, marker) {
this.onUpSound = null;
this.onUpSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onUpSound = sound;
}
if (typeof marker === 'string')
{
this.onUpSoundMarker = marker;
}
}
/**
* The Sound to be played when a Pointer clicks on this Button.
* The Sound to be played when a Pointer presses down on this Button.
*
* @method Phaser.Button.prototype.setDownSound
* @param {Phaser.Sound} sound - The Sound that will be played.
@@ -824,25 +838,43 @@ Phaser.Button.prototype.setDownSound = function (sound, marker) {
}
/**
* The Sound to be played when a Pointer has pressed down and is released from this Button.
*
* @method Phaser.Button.prototype.setUpSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setUpSound = function (sound, marker) {
this.onUpSound = null;
this.onUpSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onUpSound = sound;
}
if (typeof marker === 'string')
{
this.onUpSoundMarker = marker;
}
}
/**
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputOverHandler = function (pointer) {
Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
if (this.freezeFrames === false)
{
if (this._onOverFrameName != null)
{
this.frameName = this._onOverFrameName;
}
else if (this._onOverFrameID != null)
{
this.frame = this._onOverFrameID;
}
this.setState(1);
}
if (this.onOverSound)
@@ -861,20 +893,14 @@ Phaser.Button.prototype.onInputOverHandler = function (pointer) {
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputOutHandler = function (pointer) {
Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
if (this.freezeFrames === false)
{
if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
}
else if (this._onOutFrameID != null)
{
this.frame = this._onOutFrameID;
}
this.setState(2);
}
if (this.onOutSound)
@@ -893,20 +919,14 @@ Phaser.Button.prototype.onInputOutHandler = function (pointer) {
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputDownHandler = function (pointer) {
Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
if (this.freezeFrames === false)
{
if (this._onDownFrameName != null)
{
this.frameName = this._onDownFrameName;
}
else if (this._onDownFrameID != null)
{
this.frame = this._onDownFrameID;
}
this.setState(3);
}
if (this.onDownSound)
@@ -925,29 +945,76 @@ Phaser.Button.prototype.onInputDownHandler = function (pointer) {
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputUpHandler = function (pointer) {
if (this.freezeFrames === false)
{
if (this._onUpFrameName != null)
{
this.frameName = this._onUpFrameName;
}
else if (this._onUpFrameID != null)
{
this.frame = this._onUpFrameID;
}
}
Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
if (this.onUpSound)
{
this.onUpSound.play(this.onUpSoundMarker);
}
if (this.forceOut && this.freezeFrames === false)
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer, isOver);
}
if (this.freezeFrames)
{
return;
}
if (this.forceOut)
{
// Button should be forced to the Out frame when released.
this.setState(2);
}
else
{
if (this._onUpFrameName || this._onUpFrameID)
{
this.setState(4);
}
else
{
if (isOver)
{
this.setState(1);
}
else
{
this.setState(2);
}
}
}
};
/**
* Internal function that handles Button state changes.
*
* @protected
* @method Phaser.Button.prototype.setState
* @param {number} newState - The new State of the Button.
*/
Phaser.Button.prototype.setState = function (newState) {
if (newState === 1)
{
// Over
if (this._onOverFrameName != null)
{
this.frameName = this._onOverFrameName;
}
else if (this._onOverFrameID != null)
{
this.frame = this._onOverFrameID;
}
}
else if (newState === 2)
{
// Out
if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
@@ -957,10 +1024,29 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
this.frame = this._onOutFrameID;
}
}
if (this.onInputUp)
else if (newState === 3)
{
this.onInputUp.dispatch(this, pointer);
// Down
if (this._onDownFrameName != null)
{
this.frameName = this._onDownFrameName;
}
else if (this._onDownFrameID != null)
{
this.frame = this._onDownFrameID;
}
}
else if (newState === 4)
{
// Up
if (this._onUpFrameName != null)
{
this.frameName = this._onUpFrameName;
}
else if (this._onUpFrameID != null)
{
this.frame = this._onUpFrameID;
}
}
};
@@ -979,13 +1065,13 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
<span class="copyright">
Phaser Copyright © 2012-2013 Photon Storm Ltd.
Phaser Copyright © 2012-2014 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>