Adding docs.

This commit is contained in:
Richard Davey
2013-10-01 13:54:29 +01:00
parent fa15f8015d
commit 305b12d76b
64 changed files with 6268 additions and 2682 deletions
+107 -33
View File
@@ -1,7 +1,30 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.StateManager
*/
/**
* Description.
*
* @class Phaser.StateManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Description} pendingState - Description.
*/
Phaser.StateManager = function (game, pendingState) {
/**
* A reference to the currently running game.
* @property {Phaser.Game} game.
*/
this.game = game;
/**
* Description.
* @property {Description} states.
*/
this.states = {};
if (pendingState !== null)
@@ -14,94 +37,101 @@ Phaser.StateManager = function (game, pendingState) {
Phaser.StateManager.prototype = {
/**
* @type {Phaser.Game}
* A reference to the currently running game.
* @property {Phaser.Game} game.
*/
game: null,
/**
* The state to be switched to in the next frame.
* @type {State}
* @property {State} _pendingState
* @private
*/
_pendingState: null,
/**
* Flag that sets if the State has been created or not.
* @type {Boolean}
* @property {bool}_created
* @private
*/
_created: false,
/**
* The state to be switched to in the next frame.
* @type {Object}
* @property {Description} states
*/
states: {},
/**
* The current active State object (defaults to null)
* @type {String}
* The current active State object (defaults to null).
* @property {string} current
*/
current: '',
/**
* This will be called when the state is started (i.e. set as the current active state)
* @type {function}
* This will be called when the state is started (i.e. set as the current active state).
* @property {function} onInitCallback
*/
onInitCallback: null,
/**
* This will be called when init states. (loading assets...)
* @type {function}
* This will be called when init states (loading assets...).
* @property {function} onPreloadCallback
*/
onPreloadCallback: null,
/**
* This will be called when create states. (setup states...)
* @type {function}
* This will be called when create states (setup states...).
* @property {function} onCreateCallback
*/
onCreateCallback: null,
/**
* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
* @type {function}
* This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).
* @property {function} onUpdateCallback
*/
onUpdateCallback: null,
/**
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
* @type {function}
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).
* @property {function} onRenderCallback
*/
onRenderCallback: null,
/**
* This will be called before the State is rendered and before the stage is cleared
* @type {function}
* This will be called before the State is rendered and before the stage is cleared.
* @property {function} onPreRenderCallback
*/
onPreRenderCallback: null,
/**
* This will be called when the State is updated but only during the load process
* @type {function}
* This will be called when the State is updated but only during the load process.
* @property {function} onLoadUpdateCallback
*/
onLoadUpdateCallback: null,
/**
* This will be called when the State is rendered but only during the load process
* @type {function}
* This will be called when the State is rendered but only during the load process.
* @property {function} onLoadRenderCallback
*/
onLoadRenderCallback: null,
/**
* This will be called when states paused.
* @type {function}
* @property {function} onPausedCallback
*/
onPausedCallback: null,
/**
* This will be called when the state is shut down (i.e. swapped to another state)
* @type {function}
* This will be called when the state is shut down (i.e. swapped to another state).
* @property {function} onShutDownCallback
*/
onShutDownCallback: null,
/**
* Description.
* @method boot
*/
boot: function () {
// console.log('Phaser.StateManager.boot');
@@ -127,9 +157,10 @@ Phaser.StateManager.prototype = {
/**
* Add a new State.
* @param key {String} A unique key you use to reference this state, i.e. "MainMenu", "Level1".
* @param state {State} The state you want to switch to.
* @param autoStart {Boolean} Start the state immediately after creating it? (default true)
* @method add
* @param key {string} - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
* @param state {State} - The state you want to switch to.
* @param autoStart {bool} - Start the state immediately after creating it? (default true)
*/
add: function (key, state, autoStart) {
@@ -178,6 +209,11 @@ Phaser.StateManager.prototype = {
},
/**
* Delete the given state.
* @method remove
* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
*/
remove: function (key) {
if (this.current == key)
@@ -203,9 +239,10 @@ Phaser.StateManager.prototype = {
/**
* Start the given state
* @param key {String} The key of the state you want to start.
* @param [clearWorld] {bool} clear everything in the world? (Default to true)
* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
* @method start
* @param {string} key - The key of the state you want to start.
* @param {bool} [clearWorld] - clear everything in the world? (Default to true)
* @param {bool} [clearCache] - clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
start: function (key, clearWorld, clearCache) {
@@ -277,11 +314,21 @@ Phaser.StateManager.prototype = {
}
},
// Used by onInit and onShutdown when those functions don't exist on the state
/**
* Used by onInit and onShutdown when those functions don't exist on the state
* @method dummy
* @private
*/
dummy: function () {
},
/**
* Description.
* @method checkState
* @param {string} key - The key of the state you want to check.
* @return {bool} Description.
*/
checkState: function (key) {
if (this.states[key])
@@ -314,6 +361,11 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method link
* @param {string} key - Description.
*/
link: function (key) {
// console.log('linked');
@@ -335,6 +387,11 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method setCurrentState
* @param {string} key - Description.
*/
setCurrentState: function (key) {
this.callbackContext = this.states[key];
@@ -363,6 +420,10 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method loadComplete
*/
loadComplete: function () {
// console.log('Phaser.StateManager.loadComplete');
@@ -380,6 +441,10 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method update
*/
update: function () {
if (this._created && this.onUpdateCallback)
@@ -396,6 +461,10 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method preRender
*/
preRender: function () {
if (this.onPreRenderCallback)
@@ -405,6 +474,10 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method render
*/
render: function () {
if (this._created && this.onRenderCallback)
@@ -423,6 +496,7 @@ Phaser.StateManager.prototype = {
/**
* Nuke the entire game from orbit
* @method destroy
*/
destroy: function () {