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
+10 -10
View File
@@ -1,4 +1,5 @@
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
@@ -17,7 +18,7 @@ var Phaser;
var Shadow = (function (_super) {
__extends(Shadow, _super);
function Shadow(game, parent) {
_super.call(this, game, parent);
_super.call(this, game, parent);
/**
* Render camera shadow or not. (default is false)
* @type {boolean}
@@ -40,25 +41,24 @@ var Phaser;
this.shadowOffset = new Phaser.Point(4, 4);
this.camera = parent;
}
Shadow.prototype.preRender = /**
/**
* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
*/
function () {
// Shadow
if(this.showShadow == true) {
Shadow.prototype.preRender = function () {
if (this.showShadow == true) {
this.game.stage.context.shadowColor = this.shadowColor;
this.game.stage.context.shadowBlur = this.shadowBlur;
this.game.stage.context.shadowOffsetX = this.shadowOffset.x;
this.game.stage.context.shadowOffsetY = this.shadowOffset.y;
}
};
Shadow.prototype.render = /**
/**
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
*/
function () {
// Shadow off
if(this.showShadow == true) {
Shadow.prototype.render = function () {
if (this.showShadow == true) {
this.game.stage.context.shadowBlur = 0;
this.game.stage.context.shadowOffsetX = 0;
this.game.stage.context.shadowOffsetY = 0;
@@ -66,7 +66,7 @@ var Phaser;
};
return Shadow;
})(Phaser.Plugin);
CameraFX.Shadow = Shadow;
CameraFX.Shadow = Shadow;
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
var CameraFX = Plugins.CameraFX;
})(Phaser.Plugins || (Phaser.Plugins = {}));