Adding docs.

This commit is contained in:
Richard Davey
2013-10-01 15:01:46 +01:00
parent fa15f8015d
commit 305b12d76b
64 changed files with 6268 additions and 2682 deletions
+42 -15
View File
@@ -1,7 +1,7 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Animation
*/
@@ -92,7 +92,18 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
*/
this._frameIndex = 0;
/**
* @property {number} _frameDiff
* @private
* @default
*/
this._frameDiff = 0;
/**
* @property {number} _frameSkip
* @private
* @default
*/
this._frameSkip = 1;
/**
@@ -108,9 +119,9 @@ Phaser.Animation.prototype = {
* Plays this animation.
*
* @method play
* @param {Number} [frameRate=null] The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {Boolean} [loop=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @return {Phaser.Animation} A reference to this Animation instance.
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @return {Phaser.Animation} - A reference to this Animation instance.
*/
play: function (frameRate, loop) {
@@ -169,7 +180,7 @@ Phaser.Animation.prototype = {
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
*
* @method stop
* @param {Boolean} [resetFrame=false] If true after the animation stops the currentFrame value will be set to the first frame in this animation.
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
*/
stop: function (resetFrame) {
@@ -287,6 +298,14 @@ Phaser.Animation.prototype = {
};
/**
* Sets the paused state of the Animation.
* @param {boolean} value - Set to true to pause the animation or false to resume it if previous paused.
*
*//**
*
* Returns the paused state of the Animation.
* @returns {boolean}
*
*/
Object.defineProperty(Phaser.Animation.prototype, "paused", {
@@ -318,12 +337,14 @@ Object.defineProperty(Phaser.Animation.prototype, "paused", {
});
/**
*
* Returns the total number of frames in this Animation.
* @return {number}
*
*/
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
/**
* @method frameTotal
* @return {Number} The total number of frames in this animation.
*/
get: function () {
return this._frames.length;
}
@@ -369,12 +390,18 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
});
/*
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
* The zeroPad value dictates how many zeroes to add in front of the numbers (if any)
*/
/**
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
*
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
* @param {number} min - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the min is 1.
* @param {number} max - The number to count up to. If your frames are named 'explosion_0001' to 'explosion_0034' the max is 34.
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
* @method generateFrameNames
*/
Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPad) {
if (typeof suffix == 'undefined') { suffix = ''; }