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
+118 -66
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}
*/
@@ -435,6 +429,7 @@
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @class Phaser.World
* @extends Phaser.Group
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
@@ -442,11 +437,6 @@ Phaser.World = function (game) {
Phaser.Group.call(this, game, null, '__world', false);
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
*/
this.scale = new Phaser.Point(1, 1);
/**
* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
@@ -488,34 +478,21 @@ Phaser.World.prototype.boot = function () {
}
/**
* This is called automatically every frame, and is where main logic happens.
* This is called automatically after the plugins preUpdate and before the State.update.
* Most objects have preUpdate methods and it's where initial movement, drawing and calculations are done.
*
* @method Phaser.World#update
*/
Phaser.World.prototype.update = function () {
this.currentRenderOrderID = 0;
Phaser.World.prototype.preUpdate = function () {
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
var skipChildren;
do
{
skipChildren = false;
if (currentNode['preUpdate'])
{
skipChildren = (currentNode.preUpdate() === false);
}
if (currentNode['update'])
{
skipChildren = (currentNode.update() === false) || skipChildren;
}
if (skipChildren)
// If preUpdate exists, and it returns false, skip PIXI child objects
if (currentNode['preUpdate'] && !currentNode.preUpdate())
{
currentNode = currentNode.last._iNext;
}
@@ -531,48 +508,123 @@ Phaser.World.prototype.update = function () {
}
/**
* This is called automatically every frame, and is where main logic happens.
* @method Phaser.World#postUpdate
* This is called automatically after the State.update, but before particles or plugins update.
* Most objects won't have an update method set unless explicitly given one.
*
* @method Phaser.World#update
*/
Phaser.World.prototype.postUpdate = function () {
Phaser.World.prototype.update = function () {
this.currentRenderOrderID = 0;
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
do
{
if (currentNode['postUpdate'])
// If update exists, and it returns false, skip PIXI child objects
if (currentNode['update'] && !currentNode.update())
{
currentNode.postUpdate();
currentNode = currentNode.last._iNext;
}
else
{
currentNode = currentNode._iNext;
}
currentNode = currentNode._iNext;
}
while (currentNode != this.game.stage._stage.last._iNext)
}
this.camera.update();
}
/**
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculatations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.World#postUpdate
*/
Phaser.World.prototype.postUpdate = function () {
if (this.camera.target && this.camera.target['postUpdate'])
{
this.camera.target.postUpdate();
this.camera.update();
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
do
{
if (currentNode['postUpdate'] && currentNode !== this.camera.target)
{
currentNode.postUpdate();
}
currentNode = currentNode._iNext;
}
while (currentNode != this.game.stage._stage.last._iNext)
}
}
else
{
this.camera.update();
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
do
{
if (currentNode['postUpdate'])
{
currentNode.postUpdate();
}
currentNode = currentNode._iNext;
}
while (currentNode != this.game.stage._stage.last._iNext)
}
}
}
/**
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
* If you need to adjust the bounds of the world
*
* @method Phaser.World#setBounds
* @param {number} x - Top left most corner of the world.
* @param {number} y - Top left most corner of the world.
* @param {number} width - New width of the world.
* @param {number} height - New height of the world.
* @param {number} width - New width of the world. Can never be smaller than the Game.width.
* @param {number} height - New height of the world. Can never be smaller than the Game.height.
*/
Phaser.World.prototype.setBounds = function (x, y, width, height) {
if (width &lt; this.game.width)
{
width = this.game.width;
}
if (height &lt; this.game.height)
{
height = this.game.height;
}
this.bounds.setTo(x, y, width, height);
if (this.camera.bounds)
{
// The Camera can never be smaller than the game size
this.camera.bounds.setTo(x, y, width, height);
}
this.game.physics.setBoundsToWorld();
}
/**
@@ -722,13 +774,13 @@ Object.defineProperty(Phaser.World.prototype, "visible", {
<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>