mirror of
https://github.com/wassname/phaser.git
synced 2026-07-04 17:20:31 +08:00
Finish documents for Cache, CameraManager, Game, SoundManager, Sound.
This commit is contained in:
+25
-25
@@ -53,9 +53,9 @@ module Phaser {
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/**
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* Add a new canvas.
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* @param key Asset key for this canvas.
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* @param canvas Canvas DOM element.
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* @param context Render context of this canvas.
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* @param key {string} Asset key for this canvas.
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* @param canvas {HTMLCanvasElement} Canvas DOM element.
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* @param context {CanvasRenderingContext2D} Render context of this canvas.
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*/
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public addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D) {
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@@ -65,12 +65,12 @@ module Phaser {
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/**
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* Add a new sprite sheet.
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* @param key Asset key for the sprite sheet.
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* @param url URL of this sprite sheet file.
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* @param data Extra sprite sheet data.
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* @param frameWidth Width of the sprite sheet.
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* @param frameHeight Height of the sprite sheet.
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* @param frameMax How many frames stored in the sprite sheet.
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* @param key {string} Asset key for the sprite sheet.
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* @param url {string} URL of this sprite sheet file.
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* @param data {object} Extra sprite sheet data.
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* @param frameWidth {number} Width of the sprite sheet.
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* @param frameHeight {number} Height of the sprite sheet.
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* @param frameMax {number} How many frames stored in the sprite sheet.
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*/
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public addSpriteSheet(key: string, url: string, data, frameWidth: number, frameHeight: number, frameMax: number) {
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@@ -81,10 +81,10 @@ module Phaser {
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/**
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* Add a new texture atlas.
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* @param key Asset key for the texture atlas.
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* @param url URL of this texture atlas file.
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* @param data Extra texture atlas data.
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* @param data Texture atlas frames data.
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* @param key {string} Asset key for the texture atlas.
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* @param url {string} URL of this texture atlas file.
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* @param data {object} Extra texture atlas data.
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* @param data {object} Texture atlas frames data.
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*/
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public addTextureAtlas(key: string, url: string, data, jsonData) {
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@@ -95,9 +95,9 @@ module Phaser {
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/**
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* Add a new image.
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* @param key Asset key for the image.
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* @param url URL of this image file.
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* @param data Extra image data.
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* @param key {string} Asset key for the image.
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* @param url {string} URL of this image file.
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* @param data {object} Extra image data.
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*/
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public addImage(key: string, url: string, data) {
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@@ -107,9 +107,9 @@ module Phaser {
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/**
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* Add a new sound.
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* @param key Asset key for the sound.
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* @param url URL of this sound file.
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* @param data Extra sound data.
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* @param key {string} Asset key for the sound.
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* @param url {string} URL of this sound file.
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* @param data {object} Extra sound data.
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*/
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public addSound(key: string, url: string, data) {
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@@ -119,9 +119,9 @@ module Phaser {
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/**
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* Add a new decoded sound.
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* @param key Asset key for the sound.
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* @param url URL of this sound file.
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* @param data Extra sound data.
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* @param key {string} Asset key for the sound.
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* @param url {string} URL of this sound file.
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* @param data {object} Extra sound data.
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*/
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public decodedSound(key: string, data) {
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@@ -132,9 +132,9 @@ module Phaser {
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/**
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* Add a new text data.
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* @param key Asset key for the text data.
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* @param url URL of this text data file.
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* @param data Extra text data.
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* @param key {string} Asset key for the text data.
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* @param url {string} URL of this text data file.
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* @param data {object} Extra text data.
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*/
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public addText(key: string, url: string, data) {
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+11
-11
@@ -19,10 +19,10 @@ module Phaser {
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* CameraManager constructor
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* This will create a new <code>Camera</code> with position and size.
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*
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* @param x X Position of the created camera.
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* @param y y Position of the created camera.
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* @param width Width of the created camera.
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* @param height Height of the created camera.
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* @param x {number} X Position of the created camera.
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* @param y {number} y Position of the created camera.
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* @param width {number} Width of the created camera.
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* @param height {number} Height of the created camera.
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*/
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constructor(game: Game, x: number, y: number, width: number, height: number) {
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@@ -55,7 +55,7 @@ module Phaser {
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/**
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* Get all the cameras.
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*
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* @returns {array} An array contains all the cameras.
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* @returns {Camera[]} An array contains all the cameras.
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*/
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public getAll(): Camera[] {
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return this._cameras;
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@@ -78,11 +78,11 @@ module Phaser {
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/**
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* Create a new camera with specific position and size.
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*
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* @param x X position of the new camera.
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* @param y Y position of the new camera.
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* @param width Width of the new camera.
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* @param height Height of the new camera.
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* @returns {Camera=} The newly created camera object.
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* @param x {number} X position of the new camera.
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* @param y {number} Y position of the new camera.
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* @param width {number} Width of the new camera.
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* @param height {number} Height of the new camera.
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* @returns {Camera} The newly created camera object.
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*/
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public addCamera(x: number, y: number, width: number, height: number): Camera {
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@@ -99,7 +99,7 @@ module Phaser {
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/**
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* Remove a new camera with its id.
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*
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* @param id ID of the camera you want to remove.
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* @param id {number} ID of the camera you want to remove.
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* @returns {boolean} True if successfully removed the camera, otherwise return false.
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*/
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public removeCamera(id: number): bool {
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+55
-55
@@ -50,14 +50,14 @@ module Phaser {
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*
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* Instantiate a new <code>Game</code> object.
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*
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* @param callbackContext Which context will the callbacks be called with.
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* @param parent ID of its parent DOM element.
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* @param width The width of your game in game pixels.
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* @param height The height of your game in game pixels.
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* @param initCallback Init callback invoked when init default screen.
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* @param createCallback Create callback invoked when create default screen.
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* @param updateCallback Update callback invoked when update default screen.
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* @param renderCallback Render callback invoked when render default screen.
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* @param callbackContext Which context will the callbacks be called with.
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* @param parent {string} ID of its parent DOM element.
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* @param width {number} The width of your game in game pixels.
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* @param height {number} The height of your game in game pixels.
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* @param initCallback {function} Init callback invoked when init default screen.
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* @param createCallback {function} Create callback invoked when create default screen.
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* @param updateCallback {function} Update callback invoked when update default screen.
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* @param renderCallback {function} Render callback invoked when render default screen.
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*/
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constructor(callbackContext, parent?: string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) {
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@@ -224,9 +224,9 @@ module Phaser {
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/**
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* Initialize engine sub modules and start the game.
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* @param parent ID of parent Dom element.
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* @param width Width of the game screen.
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* @param height Height of the game screen.
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* @param parent {string} ID of parent Dom element.
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* @param width {number} Width of the game screen.
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* @param height {number} Height of the game screen.
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*/
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private boot(parent: string, width: number, height: number) {
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@@ -398,10 +398,10 @@ module Phaser {
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/**
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* Set all state callbacks (init, create, update, render).
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* @param initCallback Init callback invoked when init state.
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* @param createCallback Create callback invoked when create state.
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* @param updateCallback Update callback invoked when update state.
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* @param renderCallback Render callback invoked when render state.
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* @param initCallback {function} Init callback invoked when init state.
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* @param createCallback {function} Create callback invoked when create state.
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* @param updateCallback {function} Update callback invoked when update state.
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* @param renderCallback {function} Render callback invoked when render state.
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*/
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public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) {
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@@ -414,9 +414,9 @@ module Phaser {
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/**
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* Switch to a new State.
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* @param state The state you want to switch to.
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* @param clearWorld Optional, clear everything in the world? (Default to true)
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* @param clearCache Optional, clear asset cache? (Default to false and ONLY available when clearWorld=true)
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* @param state {State} The state you want to switch to.
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* @param clearWorld {boolean} Optional, clear everything in the world? (Default to true)
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* @param clearCache {boolean} Optional, clear asset cache? (Default to false and ONLY available when clearWorld=true)
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*/
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public switchState(state, clearWorld: bool = true, clearCache: bool = false) {
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@@ -560,11 +560,11 @@ module Phaser {
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/**
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* Create a new camera with specific position and size.
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*
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* @param x X position of the new camera.
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* @param y Y position of the new camera.
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* @param width Width of the new camera.
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* @param height Height of the new camera.
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* @returns {Camera=} The newly created camera object.
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* @param x {number} X position of the new camera.
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* @param y {number} Y position of the new camera.
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* @param width {number} Width of the new camera.
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* @param height {number} Height of the new camera.
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* @returns {Camera} The newly created camera object.
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*/
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public createCamera(x: number, y: number, width: number, height: number): Camera {
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return this.world.createCamera(x, y, width, height);
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@@ -573,9 +573,9 @@ module Phaser {
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/**
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* Create a new GeomSprite with specific position.
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*
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* @param x X position of the new geom sprite.
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* @param y Y position of the new geom sprite.
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* @returns {GeomSprite=} The newly created geom sprite object.
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* @param x {number} X position of the new geom sprite.
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* @param y {number} Y position of the new geom sprite.
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* @returns {GeomSprite} The newly created geom sprite object.
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*/
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public createGeomSprite(x: number, y: number): GeomSprite {
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return this.world.createGeomSprite(x, y);
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@@ -584,10 +584,10 @@ module Phaser {
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @param x X position of the new sprite.
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* @param y Y position of the new sprite.
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* @param key Optinal, key for the sprite sheet you want it to use.
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* @returns {Sprite=} The newly created sprite object.
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* @param x {number} X position of the new sprite.
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* @param y {number} Y position of the new sprite.
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* @param key {string} Optinal, key for the sprite sheet you want it to use.
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* @returns {Sprite} The newly created sprite object.
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*/
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public createSprite(x: number, y: number, key?: string = ''): Sprite {
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return this.world.createSprite(x, y, key);
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@@ -596,9 +596,9 @@ module Phaser {
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/**
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* Create a new DynamicTexture with specific size.
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*
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* @param width Width of the texture.
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* @param height Height of the texture.
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* @returns {DynamicTexture=} The newly created dynamic texture object.
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* @param width {number} Width of the texture.
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* @param height {number} Height of the texture.
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* @returns {DynamicTexture} The newly created dynamic texture object.
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*/
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public createDynamicTexture(width: number, height: number): DynamicTexture {
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return this.world.createDynamicTexture(width, height);
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@@ -607,8 +607,8 @@ module Phaser {
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/**
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* Create a new object container.
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*
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* @param MaxSize Optinal, capacity of this group.
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* @returns {Group=} The newly created group.
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* @param MaxSize {number} Optinal, capacity of this group.
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* @returns {Group} The newly created group.
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*/
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public createGroup(MaxSize?: number = 0): Group {
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return this.world.createGroup(MaxSize);
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@@ -617,7 +617,7 @@ module Phaser {
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/**
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* Create a new Particle.
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*
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* @return {Particle=} The newly created particle object.
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* @return {Particle} The newly created particle object.
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*/
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public createParticle(): Particle {
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return this.world.createParticle();
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@@ -626,10 +626,10 @@ module Phaser {
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/**
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* Create a new Emitter.
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*
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* @param x Optinal, x position of the emitter.
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* @param y Optinal, y position of the emitter.
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* @param size Optinal, size of this emitter.
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* @return {Emitter=} The newly created emitter object.
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* @param x {number} Optinal, x position of the emitter.
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* @param y {number} Optinal, y position of the emitter.
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* @param size {number} Optinal, size of this emitter.
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* @return {Emitter} The newly created emitter object.
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*/
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public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
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return this.world.createEmitter(x, y, size);
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@@ -638,12 +638,12 @@ module Phaser {
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/**
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* Create a new ScrollZone object with image key, position and size.
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*
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* @param key Key to a image you wish this object to use.
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* @param x X position of this object.
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* @param y Y position of this object.
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* @param width Width of this object.
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* @param height Heigth of this object.
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* @returns {ScrollZone=} The newly created scroll zone object.
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* @param key {string} Key to a image you wish this object to use.
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* @param x {number} X position of this object.
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* @param y {number} Y position of this object.
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* @param width number} Width of this object.
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* @param height {number} Heigth of this object.
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* @returns {ScrollZone} The newly created scroll zone object.
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*/
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public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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return this.world.createScrollZone(key, x, y, width, height);
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@@ -652,13 +652,13 @@ module Phaser {
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/**
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* Create a new Tilemap.
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*
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* @param key Key for tileset image.
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* @param mapData Data of this tilemap.
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* @param format Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
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* @param resizeWorld Optinal, resize the world to make same as tilemap?
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* @param tileWidth Optinal, width of each tile.
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* @param tileHeight Optinal, height of each tile.
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* @return {Tilemap=} The newly created tilemap object.
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* @param key {string} Key for tileset image.
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* @param mapData {string} Data of this tilemap.
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* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
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* @param resizeWorld {boolean} Optional, resize the world to make same as tilemap?
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* @param tileWidth {number} Optional, width of each tile.
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* @param tileHeight {number} Optional, height of each tile.
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* @return {Tilemap} The newly created tilemap object.
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*/
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public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
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return this.world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight);
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@@ -667,8 +667,8 @@ module Phaser {
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/**
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* Create a tween object for a specific object.
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*
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* @param obj Object you wish the tween will affect.
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* @return {Phaser.Tween=} The newly created tween object.
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* @param obj Object you wish the tween will affect.
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* @return {Phaser.Tween} The newly created tween object.
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*/
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public createTween(obj): Tween {
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return this.tweens.create(obj);
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@@ -13,7 +13,6 @@ module Phaser {
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/**
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* SoundManager constructor
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*
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* Create a new <code>SoundManager</code>.
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*/
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constructor(game: Game) {
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@@ -91,9 +90,9 @@ module Phaser {
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/**
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* Decode a sound with its assets key.
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* @param key Assets key of the sound to be decoded.
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* @param callback This will be invoked when finished decoding.
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* @param sound Optional, its bufer will be set to decoded data.
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* @param key {string} Assets key of the sound to be decoded.
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* @param callback {function} This will be invoked when finished decoding.
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* @param sound {Sound} Optional, its bufer will be set to decoded data.
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*/
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public decode(key: string, callback = null, sound?: Sound = null) {
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@@ -122,10 +121,10 @@ module Phaser {
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/**
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* Play a sound with its assets key.
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* @param key Assets key of the sound you want to play.
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* @param volume Optional, volume of the sound you want to play.
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* @param loop Optional, loop when it finished playing? (Default to false)
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* @return {Sound=} The playing sound object.
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* @param key {string} Assets key of the sound you want to play.
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* @param volume {number} Optional, volume of the sound you want to play.
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* @param loop {boolean} Optional, loop when it finished playing? (Default to false)
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* @return {Sound} The playing sound object.
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*/
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public play(key: string, volume?: number = 1, loop?: bool = false): Sound {
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@@ -13,11 +13,11 @@ module Phaser {
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/**
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* Sound constructor
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* @param context The AudioContext instance.
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* @param gainNode Gain node instance.
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* @param data Sound data.
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* @param volume Optional, volume of this sound when playing.
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* @param loop Optional, loop this sound when playing? (Default to false)
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* @param context {object} The AudioContext instance.
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* @param gainNode {object} Gain node instance.
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* @param data {object} Sound data.
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* @param volume {number} Optional, volume of this sound when playing.
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* @param loop {boolean} Optional, loop this sound when playing? (Default to false)
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*/
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constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) {
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