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
+108 -92
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>
@@ -423,23 +417,23 @@
<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}
*/
/**
* Javascript QuadTree
* @version 1.0
* @author Timo Hausmann
*
* @version 1.2, September 4th 2013
* @author Richard Davey
* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly
* increased performance as a result.
*
* Original version at https://github.com/timohausmann/quadtree-js/
*/
* Javascript QuadTree
* @version 1.0
* @author Timo Hausmann
*
* @version 1.2, September 4th 2013
* @author Richard Davey
* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly
* increased performance as a result.
*
* Original version at https://github.com/timohausmann/quadtree-js/
*/
/**
* @copyright © 2012 Timo Hausmann
@@ -465,27 +459,23 @@
*/
/**
* QuadTree Constructor
*
* @class Phaser.QuadTree
* @classdesc A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result. Original version at https://github.com/timohausmann/quadtree-js/
* @constructor
* @param {Description} physicsManager - Description.
* @param {Description} x - Description.
* @param {Description} y - Description.
* @param {number} width - The width of your game in game pixels.
* @param {number} height - The height of your game in game pixels.
* @param {number} maxObjects - Description.
* @param {number} maxLevels - Description.
* @param {number} level - Description.
*/
Phaser.QuadTree = function (physicsManager, x, y, width, height, maxObjects, maxLevels, level) {
* QuadTree Constructor
*
* @class Phaser.QuadTree
* @classdesc A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts.
* However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result.
* Original version at https://github.com/timohausmann/quadtree-js/
* @constructor
* @param {number} x - The top left coordinate of the quadtree.
* @param {number} y - The top left coordinate of the quadtree.
* @param {number} width - The width of the quadtree in pixels.
* @param {number} height - The height of the quadtree in pixels.
* @param {number} [maxObjects=10] - The maximum number of objects per node.
* @param {number} [maxLevels=4] - The maximum number of levels to iterate to.
* @param {number} [level=0] - Which level is this?
*/
Phaser.QuadTree = function (x, y, width, height, maxObjects, maxLevels, level) {
this.physicsManager = physicsManager;
this.ID = physicsManager.quadTreeID;
physicsManager.quadTreeID++;
this.maxObjects = maxObjects || 10;
this.maxLevels = maxLevels || 4;
this.level = level || 0;
@@ -509,35 +499,60 @@ Phaser.QuadTree = function (physicsManager, x, y, width, height, maxObjects, max
Phaser.QuadTree.prototype = {
/*
* Split the node into 4 subnodes
* Populates this quadtree with the members of the given Group.
*
* @method Phaser.QuadTree#split
* @method Phaser.QuadTree#populate
* @param {Phaser.Group} group - The Group to add to the quadtree.
*/
split: function() {
populate: function (group) {
this.level++;
// top right node
this.nodes[0] = new Phaser.QuadTree(this.physicsManager, this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// top left node
this.nodes[1] = new Phaser.QuadTree(this.physicsManager, this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// bottom left node
this.nodes[2] = new Phaser.QuadTree(this.physicsManager, this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// bottom right node
this.nodes[3] = new Phaser.QuadTree(this.physicsManager, this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
group.forEach(this.populateHandler, this, true);
},
/*
* Insert the object into the node. If the node
* exceeds the capacity, it will split and add all
* objects to their corresponding subnodes.
* Handler for the populate method.
*
* @method Phaser.QuadTree#populateHandler
* @param {Phaser.Sprite} sprite - The Sprite to check.
*/
populateHandler: function (sprite) {
if (sprite.body && sprite.body.checkCollision.none === false && sprite.alive)
{
this.insert(sprite.body);
}
},
/*
* Split the node into 4 subnodes
*
* @method Phaser.QuadTree#split
*/
split: function () {
this.level++;
// top right node
this.nodes[0] = new Phaser.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// top left node
this.nodes[1] = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// bottom left node
this.nodes[2] = new Phaser.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// bottom right node
this.nodes[3] = new Phaser.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
},
/*
* Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.
*
* @method Phaser.QuadTree#insert
* @param {object} body - Description.
* @param {Phaser.Physics.Arcade.Body|object} body - The Body object to insert into the quadtree.
*/
insert: function (body) {
@@ -589,7 +604,7 @@ Phaser.QuadTree.prototype = {
* Determine which node the object belongs to.
*
* @method Phaser.QuadTree#getIndex
* @param {object} rect - Description.
* @param {Phaser.Rectangle|object} rect - The bounds in which to check.
* @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
*/
getIndex: function (rect) {
@@ -629,12 +644,12 @@ Phaser.QuadTree.prototype = {
},
/*
* Return all objects that could collide with the given object.
/*
* Return all objects that could collide with the given Sprite.
*
* @method Phaser.QuadTree#retrieve
* @param {object} rect - Description.
* @Return {array} - Array with all detected objects.
* @param {Phaser.Sprite} sprite - The sprite to check against.
* @return {array} - Array with all detected objects.
*/
retrieve: function (sprite) {
@@ -643,7 +658,7 @@ Phaser.QuadTree.prototype = {
sprite.body.quadTreeIndex = this.getIndex(sprite.body);
// Temp store for the node IDs this sprite is in, we can use this for fast elimination later
sprite.body.quadTreeIDs.push(this.ID);
// sprite.body.quadTreeIDs.push(this.ID);
if (this.nodes[0])
{
@@ -676,7 +691,6 @@ Phaser.QuadTree.prototype = {
for (var i = 0, len = this.nodes.length; i &lt; len; i++)
{
// if (typeof this.nodes[i] !== 'undefined')
if (this.nodes[i])
{
this.nodes[i].clear();
@@ -686,6 +700,8 @@ Phaser.QuadTree.prototype = {
}
};
Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;
</pre>
</article>
</section>
@@ -701,13 +717,13 @@ Phaser.QuadTree.prototype = {
<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>.
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