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https://github.com/wassname/phaser.git
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The entire Phaser library has been updated to match the new JSHint configuration.
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@@ -100,14 +100,14 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new instance of the Sound class.
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*
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* Creates a new instance of the Sound class.
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*
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* @method Phaser.GameObjectFactory#audio
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} volume - The volume at which the sound will be played.
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* @param {boolean} loop - Whether or not the sound will loop.
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* @return {Phaser.Sound} The newly created text object.
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*/
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} volume - The volume at which the sound will be played.
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* @param {boolean} loop - Whether or not the sound will loop.
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* @return {Phaser.Sound} The newly created text object.
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*/
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audio: function (key, volume, loop) {
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return this.game.sound.add(key, volume, loop);
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@@ -115,17 +115,17 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new <code>TileSprite</code>.
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*
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* Creates a new <code>TileSprite</code>.
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*
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* @method Phaser.GameObjectFactory#tileSprite
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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*/
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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*/
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tileSprite: function (x, y, width, height, key, frame) {
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return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
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@@ -133,15 +133,15 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new <code>Text</code>.
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*
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* Creates a new <code>Text</code>.
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*
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* @method Phaser.GameObjectFactory#text
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @return {Phaser.Text} The newly created text object.
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*/
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @return {Phaser.Text} The newly created text object.
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*/
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text: function (x, y, text, style) {
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return this.world.add(new Phaser.Text(this.game, x, y, text, style));
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@@ -169,13 +169,13 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new <code>Graphics</code> object.
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*
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* Creates a new <code>Graphics</code> object.
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*
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* @method Phaser.GameObjectFactory#graphics
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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* @return {Phaser.Graphics} The newly created graphics object.
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*/
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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* @return {Phaser.Graphics} The newly created graphics object.
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*/
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graphics: function (x, y) {
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return this.world.add(new Phaser.Graphics(this.game, x, y));
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