yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling.

This commit is contained in:
Richard Davey
2013-08-09 05:08:54 +01:00
parent 9bf7d070f5
commit 2d49a31ecd
182 changed files with 8444 additions and 991 deletions
+81 -36
View File
@@ -1,84 +1,119 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - TimeManager
*
* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
* @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
*/
var Phaser;
(function (Phaser) {
var TimeManager = (function () {
/**
* Time constructor
* Create a new <code>Time</code>.
* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
* used for game object motion and tweens.
*
* @param game {Phaser.Game} Current game instance.
* @class TimeManager
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
function TimeManager(game) {
/**
* Elapsed since last frame.
* @type {number}
* Number of milliseconds elapsed since the last frame update.
* @property elapsed
* @public
* @type {Number}
*/
this.elapsed = 0;
/**
* Game time counter.
* @property time
* @type {number}
* @public
* @type {Number}
*/
this.time = 0;
/**
* How long the game has been paused for. Gets reset each time the game pauses.
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @type {number}
* @public
* @type {Number}
*/
this.pausedTime = 0;
/**
* Time of current frame.
* The time right now.
* @property now
* @type {number}
* @public
* @type {Number}
*/
this.now = 0;
/**
* Elapsed time since last frame.
* Elapsed time since the last frame.
* @property delta
* @type {number}
* @public
* @type {Number}
*/
this.delta = 0;
/**
* Frames per second.
* @type {number}
* @property fps
* @public
* @type {Number}
*/
this.fps = 0;
/**
* Minimal fps.
* @type {number}
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
*/
this.fpsMin = 1000;
/**
* Maximal fps.
* @type {number}
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
*/
this.fpsMax = 0;
/**
* Minimum duration between 2 frames.
* @type {number}
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
*/
this.msMin = 1000;
/**
* Maximum duration between 2 frames.
* @type {number}
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
*/
this.msMax = 0;
/**
* How many frames in last second.
* @type {number}
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
*/
this.frames = 0;
/**
* Time of last second.
* @type {number}
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @private
* @type {Number}
*/
this._timeLastSecond = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
*/
this.pauseDuration = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @private
* @type {Number}
*/
this._pauseStarted = 0;
this.game = game;
@@ -91,7 +126,7 @@ var Phaser;
}
Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", {
get: /**
*
* The number of seconds that have elapsed since the game was started.
* @method totalElapsedSeconds
* @return {Number}
*/
@@ -106,7 +141,7 @@ var Phaser;
* Update clock and calculate the fps.
* This is called automatically by Game._raf
* @method update
* @param {number} raf The current timestamp, either performance.now or Date.now
* @param {Number} raf The current timestamp, either performance.now or Date.now
*/
TimeManager.prototype.update = function (raf) {
this.now = raf;
@@ -133,20 +168,30 @@ var Phaser;
}
};
/**
* Called when the game enters a paused state.
* @method gamePaused
* @private
*/
TimeManager.prototype.gamePaused = function () {
this._pauseStarted = this.now;
};
/**
* Called when the game resumes from a paused state.
* @method gameResumed
* @private
*/
TimeManager.prototype.gameResumed = function () {
// Level out the delta timer to avoid spikes
this.pauseDuration = this.pausedTime;
};
/**
* How long has passed since given time.
* How long has passed since the given time.
* @method elapsedSince
* @param {number} since The time you want to measure.
* @return {number} Duration between given time and now.
* @param {Number} since The time you want to measure against.
* @return {Number} The difference between the given time and now.
*/
TimeManager.prototype.elapsedSince = function (since) {
return this.now - since;
@@ -155,15 +200,15 @@ var Phaser;
/**
* How long has passed since the given time (in seconds).
* @method elapsedSecondsSince
* @param {number} since The time you want to measure (in seconds).
* @return {number} Duration between given time and now (in seconds).
* @param {Number} since The time you want to measure (in seconds).
* @return {Number} Duration between given time and now (in seconds).
*/
TimeManager.prototype.elapsedSecondsSince = function (since) {
return (this.now - since) * 0.001;
};
/**
* Set the start time to now.
* Resets the private _started value to now.
* @method reset
*/
TimeManager.prototype.reset = function () {