mirror of
https://github.com/wassname/phaser.git
synced 2026-07-07 00:06:37 +08:00
Updated doc files.
This commit is contained in:
@@ -90,6 +90,10 @@
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<a href="Phaser.Device.html">Device</a>
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</li>
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<li>
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<a href="Phaser.DOMSprite.html">DOMSprite</a>
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</li>
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<li>
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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@@ -162,6 +166,14 @@
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li>
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<a href="Phaser.GamepadButton.html">GamepadButton</a>
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</li>
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<li>
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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@@ -186,6 +198,10 @@
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li>
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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@@ -278,6 +294,10 @@
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li>
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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@@ -342,6 +362,10 @@
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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@@ -374,36 +398,6 @@
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</ul>
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</li>
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li>
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<a href="global.html#bottom">bottom</a>
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</li>
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<li>
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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<li>
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<a href="global.html#render">render</a>
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</li>
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<li>
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<a href="global.html#renderXY">renderXY</a>
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</li>
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<li>
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<a href="global.html#right">right</a>
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</li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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@@ -423,7 +417,7 @@
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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@@ -470,15 +464,19 @@ Phaser.GameObjectFactory.prototype = {
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* @param {number} y - Y position of the new sprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @returns {Phaser.Sprite} the newly created sprite object.
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*/
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sprite: function (x, y, key, frame) {
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sprite: function (x, y, key, frame, group) {
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return this.world.create(x, y, key, frame);
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if (typeof group === 'undefined') { group = this.world; }
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return group.create(x, y, key, frame);
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},
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/**
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* DEPRECATED - will be removed in Phaser 1.2
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* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
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*
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* @method Phaser.GameObjectFactory#child
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@@ -512,8 +510,8 @@ Phaser.GameObjectFactory.prototype = {
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* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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*
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* @method Phaser.GameObjectFactory#group
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* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
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* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @return {Phaser.Group} The newly created group.
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*/
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group: function (parent, name) {
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@@ -523,7 +521,7 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new instance of the Sound class.
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* Creates a new Sound object.
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*
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* @method Phaser.GameObjectFactory#audio
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* @param {string} key - The Game.cache key of the sound that this object will use.
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@@ -539,7 +537,23 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new <code>TileSprite</code>.
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* Creates a new Sound object.
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*
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* @method Phaser.GameObjectFactory#sound
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} [volume=1] - The volume at which the sound will be played.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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* @return {Phaser.Sound} The newly created text object.
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*/
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sound: function (key, volume, loop, connect) {
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return this.game.sound.add(key, volume, loop, connect);
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},
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/**
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* Creates a new TileSprite object.
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*
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* @method Phaser.GameObjectFactory#tileSprite
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* @param {number} x - X position of the new tileSprite.
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@@ -547,33 +561,38 @@ Phaser.GameObjectFactory.prototype = {
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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*/
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tileSprite: function (x, y, width, height, key, frame) {
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tileSprite: function (x, y, width, height, key, group) {
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return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key));
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},
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/**
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* Creates a new <code>Text</code>.
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* Creates a new Text object.
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*
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* @method Phaser.GameObjectFactory#text
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Text} The newly created text object.
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*/
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text: function (x, y, text, style) {
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text: function (x, y, text, style, group) {
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return this.world.add(new Phaser.Text(this.game, x, y, text, style));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Text(this.game, x, y, text, style));
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},
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/**
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* Creates a new <code>Button</code> object.
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* Creates a new Button object.
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*
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* @method Phaser.GameObjectFactory#button
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* @param {number} [x] X position of the new button object.
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@@ -584,25 +603,32 @@ Phaser.GameObjectFactory.prototype = {
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* @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.
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* @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.
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* @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.
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* @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.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Button} The newly created button object.
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*/
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button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
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button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) {
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return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame));
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},
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/**
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* Creates a new <code>Graphics</code> object.
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* Creates a new Graphics object.
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*
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* @method Phaser.GameObjectFactory#graphics
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Graphics} The newly created graphics object.
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*/
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graphics: function (x, y) {
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graphics: function (x, y, group) {
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return this.world.add(new Phaser.Graphics(this.game, x, y));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Graphics(this.game, x, y));
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},
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@@ -624,16 +650,19 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* * Create a new <code>BitmapText</code>.
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* * Create a new BitmapText object.
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*
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* @method Phaser.GameObjectFactory#bitmapText
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.BitmapText} The newly created bitmapText object.
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*/
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bitmapText: function (x, y, text, style) {
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bitmapText: function (x, y, text, style, group) {
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if (typeof group === 'undefined') { group = this.world; }
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return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
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@@ -643,41 +672,13 @@ Phaser.GameObjectFactory.prototype = {
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* Creates a new Tilemap object.
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*
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* @method Phaser.GameObjectFactory#tilemap
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* @param {string} key - Asset key for the JSON file.
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* @param {string} key - Asset key for the JSON or CSV map data in the cache.
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* @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.
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* @return {Phaser.Tilemap} The newly created tilemap object.
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*/
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tilemap: function (key) {
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tilemap: function (key, tilesets) {
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return new Phaser.Tilemap(this.game, key);
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},
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/**
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* Creates a new Tileset object.
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*
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* @method Phaser.GameObjectFactory#tileset
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* @param {string} key - The image key as defined in the Game.Cache to use as the tileset.
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* @return {Phaser.Tileset} The newly created tileset object.
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*/
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tileset: function (key) {
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return this.game.cache.getTileset(key);
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},
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/**
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* Creates a new Tilemap Layer object.
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*
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* @method Phaser.GameObjectFactory#tilemapLayer
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* @param {number} x - X position of the new tilemapLayer.
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* @param {number} y - Y position of the new tilemapLayer.
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* @param {number} width - the width of the tilemapLayer.
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* @param {number} height - the height of the tilemapLayer.
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* @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
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*/
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tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
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return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
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return new Phaser.Tilemap(this.game, key, tilesets);
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},
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@@ -701,7 +702,7 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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* Experimental: A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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*
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* @method Phaser.GameObjectFactory#bitmapData
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* @param {number} [width=256] - The width of the BitmapData in pixels.
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@@ -734,7 +735,10 @@ Phaser.GameObjectFactory.prototype = {
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}
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};</pre>
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};
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Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
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</pre>
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</article>
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</section>
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@@ -749,13 +753,13 @@ Phaser.GameObjectFactory.prototype = {
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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||||
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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||||
</span>
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||||
</footer>
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</div>
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Reference in New Issue
Block a user