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
+107 -154
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}
*/
@@ -445,7 +439,6 @@
Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
/**
* The total number of particles in this emitter.
* @property {number} maxParticles - The total number of particles in this emitter..
* @default
*/
@@ -459,7 +452,8 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.name = 'emitter' + this.game.particles.ID++;
/**
* @property {Description} type - Description.
* @property {number} type - Internal Phaser Type value.
* @protected
*/
this.type = Phaser.EMITTER;
@@ -488,140 +482,114 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.height = 1;
/**
* The minimum possible velocity of a particle.
* The default value is (-100,-100).
* @property {Phaser.Point} minParticleSpeed
* @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle.
* @default
*/
this.minParticleSpeed = new Phaser.Point(-100, -100);
/**
* The maximum possible velocity of a particle.
* The default value is (100,100).
* @property {Phaser.Point} maxParticleSpeed
* @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle.
* @default
*/
this.maxParticleSpeed = new Phaser.Point(100, 100);
/**
* The minimum possible scale of a particle.
* The default value is 1.
* @property {number} minParticleScale
* @property {number} minParticleScale - The minimum possible scale of a particle.
* @default
*/
this.minParticleScale = 1;
/**
* The maximum possible scale of a particle.
* The default value is 1.
* @property {number} maxParticleScale
* @property {number} maxParticleScale - The maximum possible scale of a particle.
* @default
*/
this.maxParticleScale = 1;
/**
* The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation
* @property {number} minRotation - The minimum possible angular velocity of a particle.
* @default
*/
this.minRotation = -360;
/**
* The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation
* @property {number} maxRotation - The maximum possible angular velocity of a particle.
* @default
*/
this.maxRotation = 360;
/**
* Sets the &lt;code>gravity.y&lt;/code> of each particle to this value on launch.
* @property {number} gravity
* @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch.
* @default
*/
this.gravity = 2;
this.gravity = 100;
/**
* Set your own particle class type here.
* @property {Description} particleClass
* @property {any} particleClass - For emitting your own particle class types.
* @default
*/
this.particleClass = null;
/**
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
* @property {number} particleFriction - The friction component of particles launched from the emitter.
* @default
*/
this.particleDrag = new Phaser.Point();
this.particleFriction = 0;
/**
* The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag
* @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating.
* @default
*/
this.angularDrag = 0;
/**
* How often a particle is emitted in ms (if emitter is started with Explode === false).
* @property {boolean} frequency
* @property {boolean} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
* @default
*/
this.frequency = 100;
/**
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan
* @property {number} lifespan - How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.
* @default
*/
this.lifespan = 2000;
/**
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce
* @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
*/
this.bounce = new Phaser.Point();
/**
* Internal helper for deciding how many particles to launch.
* @property {number} _quantity
* @property {number} _quantity - Internal helper for deciding how many particles to launch.
* @private
* @default
*/
this._quantity = 0;
/**
* Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer
* @property {number} _timer - Internal helper for deciding when to launch particles or kill them.
* @private
* @default
*/
this._timer = 0;
/**
* Internal counter for figuring out how many particles to launch.
* @property {number} _counter
* @property {number} _counter - Internal counter for figuring out how many particles to launch.
* @private
* @default
*/
this._counter = 0;
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode
* @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time).
* @private
* @default
*/
this._explode = true;
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {boolean} on
* @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
* @default
*/
this.on = false;
/**
* Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists
* @property {boolean} exists - Determines whether the emitter is being updated by the core game loop.
* @default
*/
this.exists = true;
@@ -695,43 +663,35 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
* This function generates a new array of particle sprites to attach to the emitter.
*
* @method Phaser.Particles.Arcade.Emitter#makeParticles
* @param {Description} keys - Description.
* @param {number} frames - Description.
* @param {number} quantity - The number of particles to generate when using the "create from image" option.
* @param {number} collide - Description.
* @param {boolean} collideWorldBounds - Description.
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
* @param {array|string} keys - A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.
* @param {array|number} frames - A frame number, or array of frames that the sprite will use. If an array one is picked at random.
* @param {number} quantity - The number of particles to generate.
* @param {boolean} [collide=false] - Sets the checkCollision.none flag on the particle sprites body.
* @param {boolean} [collideWorldBounds=false] - A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
if (typeof frames == 'undefined')
{
frames = 0;
}
quantity = quantity || this.maxParticles;
collide = collide || 0;
if (typeof collideWorldBounds == 'undefined')
{
collideWorldBounds = false;
}
if (typeof frames === 'undefined') { frames = 0; }
if (typeof quantity === 'undefined') { quantity = this.maxParticles; }
if (typeof collide === 'undefined') { collide = false; }
if (typeof collideWorldBounds === 'undefined') { collideWorldBounds = false; }
var particle;
var i = 0;
var rndKey = keys;
var rndFrame = 0;
var rndFrame = frames;
while (i &lt; quantity)
{
if (this.particleClass == null)
if (this.particleClass === null)
{
if (typeof keys == 'object')
if (typeof keys === 'object')
{
rndKey = this.game.rnd.pick(keys);
}
if (typeof frames == 'object')
if (typeof frames === 'object')
{
rndFrame = this.game.rnd.pick(frames);
}
@@ -743,14 +703,14 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
// particle = new this.particleClass(this.game);
// }
if (collide > 0)
if (collide)
{
particle.body.allowCollision.any = true;
particle.body.allowCollision.none = false;
particle.body.checkCollision.any = true;
particle.body.checkCollision.none = false;
}
else
{
particle.body.allowCollision.none = true;
particle.body.checkCollision.none = true;
}
particle.body.collideWorldBounds = collideWorldBounds;
@@ -770,9 +730,9 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
}
/**
* Call this function to turn off all the particles and the emitter.
* @method Phaser.Particles.Arcade.Emitter#kill
*/
* Call this function to turn off all the particles and the emitter.
* @method Phaser.Particles.Arcade.Emitter#kill
*/
Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
this.on = false;
@@ -782,10 +742,9 @@ Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by &lt;code>Object.reset()&lt;/code>.
* @method Phaser.Particles.Arcade.Emitter#revive
*/
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* @method Phaser.Particles.Arcade.Emitter#revive
*/
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
this.alive = true;
@@ -794,27 +753,19 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
}
/**
* Call this function to start emitting particles.
* @method Phaser.Particles.Arcade.Emitter#start
* @param {boolean} explode - Whether the particles should all burst out at once.
* @param {number} lifespan - How long each particle lives once emitted. 0 = forever.
* @param {number} frequency - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
* @param {number} quantity - How many particles to launch. 0 = "all of the particles".
*/
* Call this function to start emitting particles.
* @method Phaser.Particles.Arcade.Emitter#start
* @param {boolean} [explode=true] - Whether the particles should all burst out at once.
* @param {number} [lifespan=0] - How long each particle lives once emitted. 0 = forever.
* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
* @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles".
*/
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode !== 'boolean')
{
explode = true;
}
lifespan = lifespan || 0;
// How many ms between emissions?
frequency = frequency || 250;
// Total number of particles to emit
quantity = quantity || 0;
if (typeof explode === 'undefined') { explode = true; }
if (typeof lifespan === 'undefined') { lifespan = 0; }
if (typeof frequency === 'undefined') { frequency = 250; }
if (typeof quantity === 'undefined') { quantity = 0; }
this.revive();
@@ -840,9 +791,9 @@ Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, f
}
/**
* This function can be used both internally and externally to emit the next particle.
* @method Phaser.Particles.Arcade.Emitter#emitParticle
*/
* This function can be used both internally and externally to emit the next particle.
* @method Phaser.Particles.Arcade.Emitter#emitParticle
*/
Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
var particle = this.getFirstExists(false);
@@ -900,8 +851,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
particle.scale.setTo(scale, scale);
}
particle.body.drag.x = this.particleDrag.x;
particle.body.drag.y = this.particleDrag.y;
particle.body.friction = this.particleFriction;
particle.body.angularDrag = this.angularDrag;
}
@@ -909,8 +859,8 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
/**
* A more compact way of setting the width and height of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setSize
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param {number} height - The desired height of the emitter.
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param {number} height - The desired height of the emitter.
*/
Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
@@ -922,8 +872,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
/**
* A more compact way of setting the X velocity range of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setXSpeed
* @param {number} min - The minimum value for this range.
* @param {number} max - The maximum value for this range.
* @param {number} [min=0] - The minimum value for this range.
* @param {number} [max=0] - The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
@@ -938,8 +888,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
/**
* A more compact way of setting the Y velocity range of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setYSpeed
* @param {number} min - The minimum value for this range.
* @param {number} max - The maximum value for this range.
* @param {number} [min=0] - The minimum value for this range.
* @param {number} [max=0] - The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
@@ -954,8 +904,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
/**
* A more compact way of setting the angular velocity constraints of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setRotation
* @param {number} min - The minimum value for this range.
* @param {number} max - The maximum value for this range.
* @param {number} [min=0] - The minimum value for this range.
* @param {number} [max=0] - The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
@@ -968,14 +918,17 @@ Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
}
/**
* Change the emitter's midpoint to match the midpoint of a &lt;code>Object&lt;/code>.
* Change the emitters center to match the center of any object with a `center` property, such as a Sprite.
* @method Phaser.Particles.Arcade.Emitter#at
* @param {object} object - The &lt;code>Object&lt;/code> that you want to sync up with.
* @param {object|Phaser.Sprite} object - The object that you wish to match the center with.
*/
Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
this.emitX = object.center.x;
this.emitY = object.center.y;
if (object.center)
{
this.emitX = object.center.x;
this.emitY = object.center.y;
}
}
@@ -1111,13 +1064,13 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
<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>