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
+203 -58
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}
*/
@@ -750,7 +744,7 @@ Phaser.Math = {
},
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2 ).
* Find the angle of a segment from (x1, y1) -> (x2, y2).
* @method Phaser.Math#angleBetween
* @param {number} x1
* @param {number} y1
@@ -763,24 +757,58 @@ Phaser.Math = {
},
/**
* Set an angle within the bounds of -&pi; to&pi;.
* @method Phaser.Math#normalizeAngle
* @param {number} angle
* @param {boolean} radians - True if angle size is expressed in radians.
* @return {number}
* Reverses an angle.
* @method Phaser.Math#reverseAngle
* @param {number} angleRad - The angle to reverse, in radians.
* @return {number} Returns the reverse angle, in radians.
*/
normalizeAngle: function (angle, radians) {
reverseAngle: function (angleRad) {
return this.normalizeAngle(angleRad + Math.PI, true);
},
if (typeof radians === "undefined") { radians = true; }
/**
* Normalizes an angle to the [0,2pi) range.
* @method Phaser.Math#normalizeAngle
* @param {number} angleRad - The angle to normalize, in radians.
* @return {number} Returns the angle, fit within the [0,2pi] range, in radians.
*/
normalizeAngle: function (angleRad) {
var rd = (radians) ? Math.PI : 180;
return this.wrap(angle, -rd, rd);
angleRad = angleRad % (2 * Math.PI);
return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI;
},
/**
* Closest angle between two angles from a1 to a2
* absolute value the return for exact angle
* Normalizes a latitude to the [-90,90] range. Latitudes above 90 or below -90 are capped, not wrapped.
* @method Phaser.Math#normalizeLatitude
* @param {number} lat - The latitude to normalize, in degrees.
* @return {number} Returns the latitude, fit within the [-90,90] range.
*/
normalizeLatitude: function (lat) {
return Math.max(-90, Math.min(90, lat));
},
/**
* Normalizes a longitude to the [-180,180] range. Longitudes above 180 or below -180 are wrapped.
* @method Phaser.Math#normalizeLongitude
* @param {number} lng - The longitude to normalize, in degrees.
* @return {number} Returns the longitude, fit within the [-180,180] range.
*/
normalizeLongitude: function (lng) {
if (lng % 360 == 180)
{
return 180;
}
lng = lng % 360;
return lng &lt; -180 ? lng + 360 : lng > 180 ? lng - 360 : lng;
},
/**
* Closest angle between two angles from a1 to a2 absolute value the return for exact angle
* @method Phaser.Math#nearestAngleBetween
* @param {number} a1
* @param {number} a2
@@ -934,13 +962,13 @@ Phaser.Math = {
/**
* Ensures that the value always stays between min and max, by wrapping the value around.
* &lt;p>max should be larger than min, or the function will return 0&lt;/p>
* max should be larger than min, or the function will return 0.
*
* @method Phaser.Math#wrap
* @param value The value to wrap
* @param min The minimum the value is allowed to be
* @param max The maximum the value is allowed to be
* @return {number} The wrapped value
* @param {number} value - The value to wrap.
* @param {number} min - The minimum the value is allowed to be.
* @param {number} max - The maximum the value is allowed to be.
* @return {number} The wrapped value.
*/
wrap: function (value, min, max) {
@@ -1049,7 +1077,7 @@ Phaser.Math = {
},
/**
* Significantly faster version of Math.min
* Updated version of Math.min that can be passed either an array of numbers or the numbers as parameters.
* See http://jsperf.com/math-s-min-max-vs-homemade/5
*
* @method Phaser.Math#min
@@ -1057,15 +1085,113 @@ Phaser.Math = {
*/
min: function () {
for (var i =1 , min = 0, len = arguments.length; i &lt; len; i++)
if (arguments.length === 1 && typeof arguments[0] === 'object')
{
if (arguments[i] &lt; arguments[min])
var data = arguments[0];
}
else
{
var data = arguments;
}
for (var i = 1, min = 0, len = data.length; i &lt; len; i++)
{
if (data[i] &lt; data[min])
{
min = i;
}
}
return arguments[min];
return data[min];
},
/**
* Updated version of Math.max that can be passed either an array of numbers or the numbers as parameters.
*
* @method Phaser.Math#max
* @return {number} The largest value from those given.
*/
max: function () {
if (arguments.length === 1 && typeof arguments[0] === 'object')
{
var data = arguments[0];
}
else
{
var data = arguments;
}
for (var i = 1, max = 0, len = data.length; i &lt; len; i++)
{
if (data[i] > data[max])
{
max = i;
}
}
return data[max];
},
/**
* Updated version of Math.min that can be passed a property and either an array of objects or the objects as parameters.
* It will find the lowest matching property value from the given objects.
*
* @method Phaser.Math#minProperty
* @return {number} The lowest value from those given.
*/
minProperty: function (property) {
if (arguments.length === 2 && typeof arguments[1] === 'object')
{
var data = arguments[1];
}
else
{
var data = arguments.slice(1);
}
for (var i = 1, min = 0, len = data.length; i &lt; len; i++)
{
if (data[i][property] &lt; data[min][property])
{
min = i;
}
}
return data[min][property];
},
/**
* Updated version of Math.max that can be passed a property and either an array of objects or the objects as parameters.
* It will find the largest matching property value from the given objects.
*
* @method Phaser.Math#maxProperty
* @return {number} The largest value from those given.
*/
maxProperty: function (property) {
if (arguments.length === 2 && typeof arguments[1] === 'object')
{
var data = arguments[1];
}
else
{
var data = arguments.slice(1);
}
for (var i = 1, max = 0, len = data.length; i &lt; len; i++)
{
if (data[i][property] > data[max][property])
{
max = i;
}
}
return data[max][property];
},
@@ -1111,7 +1237,7 @@ Phaser.Math = {
},
/**
* Description.
* A Linear Interpolation Method, mostly used by Phaser.Tween.
* @method Phaser.Math#linearInterpolation
* @param {number} v
* @param {number} k
@@ -1138,7 +1264,7 @@ Phaser.Math = {
},
/**
* Description.
* A Bezier Interpolation Method, mostly used by Phaser.Tween.
* @method Phaser.Math#bezierInterpolation
* @param {number} v
* @param {number} k
@@ -1159,7 +1285,7 @@ Phaser.Math = {
},
/**
* Description.
* A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.
* @method Phaser.Math#catmullRomInterpolation
* @param {number} v
* @param {number} k
@@ -1394,7 +1520,7 @@ Phaser.Math = {
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {number} The distance between this Point object and the destination Point object.
* @return {number} The distance between the two sets of coordinates.
*/
distance: function (x1, y1, x2, y2) {
@@ -1405,6 +1531,25 @@ Phaser.Math = {
},
/**
* Returns the distance between the two given set of coordinates at the power given.
*
* @method Phaser.Math#distancePow
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} [pow=2]
* @return {number} The distance between the two sets of coordinates.
*/
distancePow: function (x1, y1, x2, y2, pow) {
if (typeof pow === 'undefined') { pow = 2; }
return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));
},
/**
* Returns the rounded distance between the two given set of coordinates.
*
@@ -1604,13 +1749,13 @@ Phaser.Math = {
<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>