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
+315 -211
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}
*/
@@ -437,228 +431,338 @@
*/
Phaser.Time = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {number} _started - The time at which the Game instance started.
* @private
*/
this._started = 0;
/**
* @property {number} time - Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead.
* @protected
*/
this.time = 0;
/**
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
* @private
*/
this._timeLastSecond = 0;
/**
* @property {number} now - The time right now.
* @protected
*/
this.now = 0;
/**
* @property {number} _pauseStarted - The time the game started being paused.
* @private
*/
this._pauseStarted = 0;
/**
* @property {number} elapsed - Elapsed time since the last frame (in ms).
* @protected
*/
this.elapsed = 0;
/**
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
* @protected
*/
this.pausedTime = 0;
/**
* @property {number} time - Game time counter.
*/
this.time = 0;
/**
* @property {number} fps - Frames per second.
* @protected
*/
this.fps = 0;
/**
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
*/
this.pausedTime = 0;
/**
* @property {number} fpsMin - The lowest rate the fps has dropped to.
*/
this.fpsMin = 1000;
/**
* @property {number} now - The time right now.
*/
this.now = 0;
/**
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps).
*/
this.fpsMax = 0;
/**
* @property {number} elapsed - Elapsed time since the last frame.
*/
this.elapsed = 0;
/**
* @property {number} msMin - The minimum amount of time the game has taken between two frames.
* @default
*/
this.msMin = 1000;
/**
* @property {number} fps - Frames per second.
*/
this.fps = 0;
/**
* @property {number} msMax - The maximum amount of time the game has taken between two frames.
*/
this.msMax = 0;
/**
* @property {number} fpsMin - The lowest rate the fps has dropped to.
*/
this.fpsMin = 1000;
/**
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
/**
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps).
*/
this.fpsMax = 0;
/**
* @property {number} frames - The number of frames record in the last second.
*/
this.frames = 0;
/**
* @property {number} msMin - The minimum amount of time the game has taken between two frames.
* @default
*/
this.msMin = 1000;
/**
* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
*/
this.pauseDuration = 0;
/**
* @property {number} msMax - The maximum amount of time the game has taken between two frames.
*/
this.msMax = 0;
/**
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
*/
this.timeToCall = 0;
/**
* @property {number} frames - The number of frames record in the last second.
*/
this.frames = 0;
/**
* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
*/
this.lastTime = 0;
/**
* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
*/
this.pauseDuration = 0;
/**
* @property {Phaser.Timer} events - This is a Phaser.Timer object bound to the master clock to which you can add timed events.
*/
this.events = new Phaser.Timer(this.game, false);
/**
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
*/
this.timeToCall = 0;
/**
* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
*/
this.lastTime = 0;
// Listen for game pause/resume events
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
/**
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
/**
* @property {number} _started - The time at which the Game instance started.
* @private
*/
this._justResumed = false;
*/
this._started = 0;
/**
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
* @private
*/
this._timeLastSecond = 0;
/**
* @property {number} _pauseStarted - The time the game started being paused.
* @private
*/
this._pauseStarted = 0;
/**
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
* @private
*/
this._justResumed = false;
/**
* @property {array} _timers - Internal store of Phaser.Timer objects.
* @private
*/
this._timers = [];
/**
* @property {number} _len - Temp. array length variable.
* @private
*/
this._len = 0;
/**
* @property {number} _i - Temp. array counter variable.
* @private
*/
this._i = 0;
// Listen for game pause/resume events
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
};
Phaser.Time.prototype = {
/**
* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
* @method Phaser.Time#update
* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
*/
update: function (time) {
/**
* @method Phaser.Time#boot
*/
boot: function () {
this.now = time;
this.events.start();
if (this._justResumed)
{
this.time = this.now;
this._justResumed = false;
}
},
this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
/**
* Creates a new stand-alone Phaser.Timer object.
* @method Phaser.Time#create
* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
* @return {Phaser.Timer} The Timer object that was created.
*/
create: function (autoDestroy) {
this.elapsed = this.now - this.time;
if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
this.msMin = this.game.math.min(this.msMin, this.elapsed);
this.msMax = this.game.math.max(this.msMax, this.elapsed);
var timer = new Phaser.Timer(this.game, autoDestroy);
this.frames++;
this._timers.push(timer);
if (this.now > this._timeLastSecond + 1000)
{
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
this.fpsMin = this.game.math.min(this.fpsMin, this.fps);
this.fpsMax = this.game.math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
return timer;
this.time = this.now;
},
/**
* Remove all Timer objects, regardless of their state.
* @method Phaser.Time#removeAll
*/
removeAll: function () {
for (var i = 0; i &lt; this._timers.length; i++)
{
this._timers[i].destroy();
}
this._timers = [];
},
/**
* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
* @method Phaser.Time#update
* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
*/
update: function (time) {
this.now = time;
if (this._justResumed)
{
this.time = this.now;
this._justResumed = false;
this.events.resume();
for (var i = 0; i &lt; this._timers.length; i++)
{
this._timers[i].resume();
}
}
this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
this.elapsed = this.now - this.time;
this.msMin = this.game.math.min(this.msMin, this.elapsed);
this.msMax = this.game.math.max(this.msMax, this.elapsed);
this.frames++;
if (this.now > this._timeLastSecond + 1000)
{
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
this.fpsMin = this.game.math.min(this.fpsMin, this.fps);
this.fpsMax = this.game.math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
this.time = this.now;
this.lastTime = time + this.timeToCall;
this.physicsElapsed = 1.0 * (this.elapsed / 1000);
this.physicsElapsed = 1.0 * (this.elapsed / 1000);
// Clamp the delta
if (this.physicsElapsed > 1)
{
this.physicsElapsed = 1;
}
// Clamp the delta
if (this.physicsElapsed > 0.05)
{
this.physicsElapsed = 0.05;
}
// Paused?
if (this.game.paused)
{
this.pausedTime = this.now - this._pauseStarted;
}
// Paused?
if (this.game.paused)
{
this.pausedTime = this.now - this._pauseStarted;
}
else
{
// Our internal Phaser.Timer
this.events.update(this.now);
},
// Any game level timers
this._i = 0;
this._len = this._timers.length;
/**
* Called when the game enters a paused state.
* @method Phaser.Time#gamePaused
* @private
*/
gamePaused: function () {
this._pauseStarted = this.now;
while (this._i &lt; this._len)
{
if (this._timers[this._i].update(this.now))
{
this._i++;
}
else
{
this._timers.splice(this._i, 1);
},
this._len--;
}
}
}
/**
* Called when the game resumes from a paused state.
* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
},
// Level out the elapsed timer to avoid spikes
this.time = Date.now();
this.pauseDuration = this.pausedTime;
this._justResumed = true;
/**
* Called when the game enters a paused state.
* @method Phaser.Time#gamePaused
* @private
*/
gamePaused: function () {
this._pauseStarted = this.now;
},
this.events.pause();
/**
* The number of seconds that have elapsed since the game was started.
* @method Phaser.Time#totalElapsedSeconds
* @return {number}
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
for (var i = 0; i &lt; this._timers.length; i++)
{
this._timers[i].pause();
}
/**
* How long has passed since the given time.
* @method Phaser.Time#elapsedSince
* @param {number} since - The time you want to measure against.
* @return {number} The difference between the given time and now.
*/
elapsedSince: function (since) {
return this.now - since;
},
},
/**
* How long has passed since the given time (in seconds).
* @method Phaser.Time#elapsedSecondsSince
* @param {number} since - The time you want to measure (in seconds).
* @return {number} Duration between given time and now (in seconds).
*/
elapsedSecondsSince: function (since) {
return (this.now - since) * 0.001;
},
/**
* Called when the game resumes from a paused state.
* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
/**
* Resets the private _started value to now.
* @method Phaser.Time#reset
*/
reset: function () {
this._started = this.now;
}
// Level out the elapsed timer to avoid spikes
this.time = Date.now();
this.pauseDuration = this.pausedTime;
this._justResumed = true;
};</pre>
},
/**
* The number of seconds that have elapsed since the game was started.
* @method Phaser.Time#totalElapsedSeconds
* @return {number}
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
/**
* How long has passed since the given time.
* @method Phaser.Time#elapsedSince
* @param {number} since - The time you want to measure against.
* @return {number} The difference between the given time and now.
*/
elapsedSince: function (since) {
return this.now - since;
},
/**
* How long has passed since the given time (in seconds).
* @method Phaser.Time#elapsedSecondsSince
* @param {number} since - The time you want to measure (in seconds).
* @return {number} Duration between given time and now (in seconds).
*/
elapsedSecondsSince: function (since) {
return (this.now - since) * 0.001;
},
/**
* Resets the private _started value to now.
* @method Phaser.Time#reset
*/
reset: function () {
this._started = this.now;
}
};
Phaser.Time.prototype.constructor = Phaser.Time;
</pre>
</article>
</section>
@@ -673,13 +777,13 @@ Phaser.Time.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>.
</span>
</footer>
</div>