mirror of
https://github.com/wassname/phaser.git
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JSDocs update ;)
This commit is contained in:
+8
-8
@@ -117,8 +117,8 @@ Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
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* @method follow
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* @param target {Phaser.Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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* @param {Phaser.Sprite} target The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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follow: function (target, style) {
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@@ -157,8 +157,8 @@ Phaser.Camera.prototype = {
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/**
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* Move the camera focus to a location instantly.
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* @method focusOnXY
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* @param x {number} X position.
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* @param y {number} Y position.
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* @param {number} x X position.
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* @param {number} y Y position.
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*/
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focusOnXY: function (x, y) {
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@@ -260,8 +260,8 @@ Phaser.Camera.prototype = {
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* without having to use game.camera.x and game.camera.y
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*
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* @method setPosition
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* @param x {number} X position.
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* @param y {number} Y position.
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* @param {number} x X position.
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* @param {number} y Y position.
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*/
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setPosition: function (x, y) {
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@@ -275,8 +275,8 @@ Phaser.Camera.prototype = {
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* Sets the size of the view rectangle given the width and height in parameters
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*
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* @method setSize
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* @param width {number} the desired width.
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* @param height {number} the desired height.
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* @param {number} width The desired width.
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* @param {number} height The desired height.
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*/
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setSize: function (width, height) {
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+5
-5
@@ -12,9 +12,9 @@
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*
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* @class Stage
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* @constructor
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* @param game {Phaser.Game} game reference to the currently running game.
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* @param width {number} width of the canvas element
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* @param height {number} height of the canvas element
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* @param {Phaser.Game} game Game reference to the currently running game.
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* @param {number} width Width of the canvas element
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* @param {number} height Height of the canvas element
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*/
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Phaser.Stage = function (game, width, height) {
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@@ -64,7 +64,7 @@ Phaser.Stage = function (game, width, height) {
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* The current scaleMode
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* @property scaleMode
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* @public
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* @type {Phaser.StageScaleMode}
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* @type {number}
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*/
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this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
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@@ -117,7 +117,7 @@ Phaser.Stage.prototype = {
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/**
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* This method is called when the document visibility is changed.
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* @method visibilityChange
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* @param event [Event] its type will be used to decide whether the game should be paused or not
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* @param {Event} event Its type will be used to decide whether the game should be paused or not
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*/
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visibilityChange: function (event) {
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+3
-3
@@ -15,7 +15,7 @@
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*
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* @class World
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* @constructor
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* @param game {Phaser.Game} reference to the current game instance.
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* @param {Phaser.Game} game Reference to the current game instance.
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*/
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Phaser.World = function (game) {
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@@ -115,8 +115,8 @@ Phaser.World.prototype = {
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/**
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* Updates the size of this world.
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* @method setSize
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* @param width {number} New width of the world.
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* @param height {number} New height of the world.
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* @param {number} width New width of the world.
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* @param {number} height New height of the world.
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*/
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setSize: function (width, height) {
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+12
-12
@@ -10,15 +10,15 @@
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* @class Button
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* @constructor
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @param {Phaser.Game} game Current game instance.
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* @param {number} [x] X position of the button.
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* @param {number} [y] Y position of the button.
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* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
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* @param {function} [callback] The function to call when this button is pressed
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* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
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* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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*/
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Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
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@@ -73,9 +73,9 @@ Phaser.Button.prototype.constructor = Phaser.Button;
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* exactly like setting them in the constructor
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*
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* @method setFrames
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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*/
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Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
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+107
-13
@@ -3,26 +3,70 @@
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*
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* @class Sound
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* @constructor
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* @param game {Phaser.Game} reference to the current game instance.
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* @param key {string} Asset key for the sound.
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* @param volume {number} default value for the volume.
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* @param loop {bool} Whether or not the sound will loop.
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* @param {Phaser.Game} game Reference to the current game instance.
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* @param {string} key Asset key for the sound.
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* @param {number} volume Default value for the volume.
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* @param {bool} loop Whether or not the sound will loop.
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*/
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Phaser.Sound = function (game, key, volume, loop) {
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volume = volume || 1;
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if (typeof loop == 'undefined') { loop = false; }
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/**
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* A reference to the currently running Game.
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* @property game
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* @public
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* @type {Phaser.Game}
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*/
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this.game = game;
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/**
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* Name of the sound
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* @property name
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* @public
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* @type {string}
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*/
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this.name = '';
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/**
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* Asset key for the sound.
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* @property key
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* @public
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* @type {string}
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*/
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this.key = key;
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/**
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* Whether or not the sound will loop.
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* @property loop
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* @public
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* @type {bool}
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*/
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this.loop = loop;
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/**
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* The global audio volume. A value between 0 (silence) and 1 (full volume)
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* @property _volume
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* @private
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* @type {number}
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*/
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this._volume = volume;
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/**
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* The sound markers, empty by default
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* @property markers
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* @public
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* @type {object}
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*/
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this.markers = {};
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/**
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* Reference to AudioContext instance.
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* @property context
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* @public
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* @type {AudioContext}
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*/
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this.context = null;
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@@ -31,9 +75,28 @@ Phaser.Sound = function (game, key, volume, loop) {
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*/
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this._buffer = null;
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/**
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* Boolean indicating whether the game is on "mute"
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* @property _muted
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* @private
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* @type {bool}
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*/
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this._muted = false;
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/**
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* Boolean indicating whether the sound should start automatically
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* @property autoplay
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* @public
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* @type {bool}
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*/
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this.autoplay = false;
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/**
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* The total duration of the sound, in milliseconds
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* @property autoplay
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* @public
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* @type {bool}
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*/
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this.totalDuration = 0;
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this.startTime = 0;
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this.currentTime = 0;
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@@ -188,11 +251,11 @@ Phaser.Sound.prototype = {
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/**
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* Play this sound, or a marked section of it.
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* @param marker {string} Assets key of the sound you want to play.
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* @param position {number} the starting position
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* @param [volume] {number} volume of the sound you want to play.
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* @param [loop] {bool} loop when it finished playing? (Default to false)
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* @method play
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* @param {string} marker Assets key of the sound you want to play.
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* @param {number} position The starting position
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* @param {number} [volume] Volume of the sound you want to play.
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* @param {bool} [loop] 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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play: function (marker, position, volume, loop, forceRestart) {
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@@ -366,6 +429,14 @@ Phaser.Sound.prototype = {
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}
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},
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/**
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* Restart the sound, or a marked section of it.
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* @method restart
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* @param {string} marker Assets key of the sound you want to play.
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* @param {number} position The starting position
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* @param {number} [volume] Volume of the sound you want to play.
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* @param {bool} [loop] Loop when it finished playing? (Default to false)
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*/
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restart: function (marker, position, volume, loop) {
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marker = marker || '';
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@@ -377,6 +448,10 @@ Phaser.Sound.prototype = {
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},
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/**
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* Pauses the sound
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* @method pause
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*/
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pause: function () {
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if (this.isPlaying && this._sound)
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@@ -388,7 +463,10 @@ Phaser.Sound.prototype = {
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}
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},
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/**
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* Resumes the sound
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* @method pause
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*/
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resume: function () {
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if (this.paused && this._sound)
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@@ -419,6 +497,7 @@ Phaser.Sound.prototype = {
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/**
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* Stop playing this sound.
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* @method stop
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*/
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stop: function () {
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@@ -470,13 +549,20 @@ Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
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Object.defineProperty(Phaser.Sound.prototype, "mute", {
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/**
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* Mute sounds.
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/**
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* Mutes sound.
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* @method mute
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* @return {bool} whether or not the sound is muted
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*/
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get: function () {
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return this._muted;
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},
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/**
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* Mutes sound.
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* @method mute
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* @return {bool} whether or not the sound is muted
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*/
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set: function (value) {
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value = value || null;
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@@ -518,10 +604,18 @@ Object.defineProperty(Phaser.Sound.prototype, "mute", {
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Object.defineProperty(Phaser.Sound.prototype, "volume", {
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/**
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* @method volume
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* @return {number} The current volume. A value between 0 (silence) and 1 (full volume)
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*/
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get: function () {
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return this._volume;
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},
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/**
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* @method volume
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* @return {number} Sets the current volume. A value between 0 (silence) and 1 (full volume)
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*/
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set: function (value) {
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if (this.usingWebAudio)
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+73
-11
@@ -3,20 +3,47 @@
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*
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* @class SoundManager
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||||
* @constructor
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||||
* @param game {Phaser.Game} reference to the current game instance.
|
||||
* @param {Phaser.Game} game reference to the current game instance.
|
||||
*/
|
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Phaser.SoundManager = function (game) {
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|
||||
/**
|
||||
* A reference to the currently running Game.
|
||||
* @property game
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||||
* @public
|
||||
* @type {Phaser.Game}
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||||
*/
|
||||
this.game = game;
|
||||
|
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this.onSoundDecode = new Phaser.Signal;
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|
||||
|
||||
/**
|
||||
* Boolean indicating whether the game is on "mute"
|
||||
* @property _muted
|
||||
* @private
|
||||
* @type {bool}
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||||
*/
|
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this._muted = false;
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this._unlockSource = null;
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
* @property _volume
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||||
* @private
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* @type {number}
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||||
*/
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||||
this._volume = 1;
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this._muted = false;
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||||
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||||
/**
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* An array containing all the sounds
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||||
* @property _sounds
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||||
* @private
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||||
* @type {array}
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||||
*/
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||||
this._sounds = [];
|
||||
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||||
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||||
this.context = null;
|
||||
this.usingWebAudio = true;
|
||||
this.usingAudioTag = false;
|
||||
@@ -30,6 +57,10 @@ Phaser.SoundManager = function (game) {
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||||
|
||||
Phaser.SoundManager.prototype = {
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||||
|
||||
/**
|
||||
* Initialises the sound manager
|
||||
* @method boot
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
if (this.game.device.iOS && this.game.device.webAudio == false)
|
||||
@@ -108,6 +139,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Enables the audio, usually after the first touch
|
||||
* @method unlock
|
||||
*/
|
||||
unlock: function () {
|
||||
|
||||
if (this.touchLocked == false)
|
||||
@@ -138,6 +173,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stops all the sounds in the game
|
||||
* @method stopAll
|
||||
*/
|
||||
stopAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -150,6 +189,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses all the sounds in the game
|
||||
* @method pauseAll
|
||||
*/
|
||||
pauseAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -162,6 +205,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* resumes every sound in the game
|
||||
* @method resumeAll
|
||||
*/
|
||||
resumeAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -176,8 +223,9 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
/**
|
||||
* Decode a sound with its assets key.
|
||||
* @method decode
|
||||
* @param key {string} Assets key of the sound to be decoded.
|
||||
* @param [sound] {Sound} its bufer will be set to decoded data.
|
||||
* @param [sound] {Phaser.Sound} its bufer will be set to decoded data.
|
||||
*/
|
||||
decode: function (key, sound) {
|
||||
|
||||
@@ -205,6 +253,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* updates every sound in the game
|
||||
* @method update
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (this.touchLocked)
|
||||
@@ -232,11 +284,10 @@ Phaser.SoundManager.prototype = {
|
||||
/**
|
||||
*
|
||||
* @method add
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param volume {number} default value for the volume.
|
||||
* @param loop {bool} Whether or not the sound will loop.
|
||||
* @param {string} key Asset key for the sound.
|
||||
* @param {number} volume Default value for the volume.
|
||||
* @param {bool} loop Whether or not the sound will loop.
|
||||
*/
|
||||
|
||||
add: function (key, volume, loop) {
|
||||
|
||||
volume = volume || 1;
|
||||
@@ -258,6 +309,8 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
/**
|
||||
* A global audio mute toggle.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the game is on "mute"
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
@@ -265,6 +318,11 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Mute sounds.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the game is on "mute"
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
value = value || null;
|
||||
@@ -316,14 +374,16 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
|
||||
/**
|
||||
* @method volume
|
||||
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
if (this.usingWebAudio)
|
||||
@@ -338,7 +398,9 @@ Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
},
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
* Sets the global volume
|
||||
* @method volume
|
||||
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
|
||||
+19
-1
@@ -5,8 +5,22 @@
|
||||
* @module Phaser.Canvas
|
||||
*/
|
||||
|
||||
Phaser.Canvas = {
|
||||
/**
|
||||
* The Canvas class handles everything related to the <canvas> tag as a DOM Element, like styles, offset, aspect ratio
|
||||
*
|
||||
* @class Canvas
|
||||
* @static
|
||||
*/
|
||||
|
||||
Phaser.Canvas = {
|
||||
/**
|
||||
* Creates the <canvas> tag
|
||||
*
|
||||
* @method create
|
||||
* @param {number} width The desired width
|
||||
* @param {number} height The desired height
|
||||
* @return {HTMLCanvasElement} the newly created <canvas> tag
|
||||
*/
|
||||
create: function (width, height) {
|
||||
|
||||
width = width || 256;
|
||||
@@ -23,6 +37,10 @@ Phaser.Canvas = {
|
||||
|
||||
/**
|
||||
* Get the DOM offset values of any given element
|
||||
* @method getOffset
|
||||
* @param {HTMLElement} element The targeted element that we want to retrieve the offset
|
||||
* @param {Phaser.Point} [point] The point we want to take the x/y values of the offset
|
||||
* @return point {Phaser.Point} A point objet with the offsetX and Y as its properties
|
||||
*/
|
||||
getOffset: function (element, point) {
|
||||
|
||||
|
||||
+34
-4
@@ -1,4 +1,15 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.Utils
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* @class Utils
|
||||
* @static
|
||||
*/
|
||||
Phaser.Utils = {
|
||||
|
||||
/**
|
||||
@@ -6,6 +17,11 @@ Phaser.Utils = {
|
||||
* http://www.webtoolkit.info/
|
||||
* pad = the string to pad it out with (defaults to a space)
|
||||
* dir = 1 (left), 2 (right), 3 (both)
|
||||
* @method pad
|
||||
* @param {string} str the target string
|
||||
* @param {number} pad the string to pad it out with (defaults to a space)
|
||||
* @param {number} len
|
||||
* @param {number} [dir=3] the direction dir = 1 (left), 2 (right), 3 (both)
|
||||
**/
|
||||
pad: function (str, len, pad, dir) {
|
||||
|
||||
@@ -37,7 +53,11 @@ Phaser.Utils = {
|
||||
|
||||
},
|
||||
|
||||
// This is a slightly modified version of jQuery.isPlainObject
|
||||
/**
|
||||
* This is a slightly modified version of jQuery.isPlainObject
|
||||
* @method isPlainObject
|
||||
* @param {object} obj
|
||||
*/
|
||||
isPlainObject: function (obj) {
|
||||
|
||||
// Not plain objects:
|
||||
@@ -67,11 +87,20 @@ Phaser.Utils = {
|
||||
return true;
|
||||
},
|
||||
|
||||
|
||||
// deep, target, objects to copy to the target object
|
||||
// This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
|
||||
// deep (boolean)
|
||||
// target (object to add to)
|
||||
// objects ... (objects to recurse and copy from)
|
||||
|
||||
/**
|
||||
* This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
|
||||
* @method extend
|
||||
* @param {bool} [deep] If true, the merge becomes recursive (aka. deep copy).
|
||||
* @param {object} target The object to add to
|
||||
* @param {object} objets Objects to recurse and copy from
|
||||
*/
|
||||
extend: function () {
|
||||
|
||||
var options, name, src, copy, copyIsArray, clone,
|
||||
@@ -147,17 +176,18 @@ Phaser.Utils = {
|
||||
|
||||
// Global functions that PIXI needs
|
||||
|
||||
/**
|
||||
/**
|
||||
* Converts a hex color number to an [R, G, B] array
|
||||
*
|
||||
* @method HEXtoRGB
|
||||
* @param hex {Number}
|
||||
* @param {Number} hex
|
||||
* @return {array}
|
||||
*/
|
||||
function HEXtoRGB(hex) {
|
||||
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
||||
}
|
||||
|
||||
/**
|
||||
/**
|
||||
* A polyfill for Function.prototype.bind
|
||||
*
|
||||
* @method bind
|
||||
|
||||
Reference in New Issue
Block a user