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
+49 -59
View File
@@ -1,71 +1,55 @@
/**
* @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.World
*/
/**
*
* "This world is but a canvas to our imagination." - Henry David Thoreau
*
* <p>
* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @class World
* @class Phaser.World
* @constructor
* @param {Phaser.Game} game Reference to the current game instance.
* @param {Phaser.Game} game - Reference to the current game instance.
*/
Phaser.World = function (game) {
/**
* A reference to the currently running Game.
* @property game
* @public
* @type {Phaser.Game}
*/
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* Bound of this world that objects can not escape from.
* @property bounds
* @public
* @type {Phaser.Rectangle}
*/
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
/**
* Camera instance.
* @property camera
* @public
* @type {Phaser.Camera}
*/
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
/**
* Reset each frame, keeps a count of the total number of objects updated.
* @property currentRenderOrderID
* @public
* @type {Number}
*/
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
/**
* Object container stores every object created with `create*` methods.
* @property group
* @public
* @type {Phaser.Group}
*/
* @property {Phaser.Group} group - Object container stores every object created with `create*` methods.
*/
this.group = null;
};
Phaser.World.prototype = {
/**
* Initialises the game world
* Initialises the game world.
*
* @method boot
*/
@@ -81,6 +65,7 @@ Phaser.World.prototype = {
/**
* This is called automatically every frame, and is where main logic happens.
*
* @method update
*/
update: function () {
@@ -139,8 +124,8 @@ Phaser.World.prototype = {
/**
* Updates the size of this world.
* @method setSize
* @param {number} width New width of the world.
* @param {number} height New height of the world.
* @param {number} width - New width of the world.
* @param {number} height - New height of the world.
*/
setSize: function (width, height) {
@@ -174,7 +159,13 @@ Phaser.World.prototype = {
};
// Getters / Setters
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.World.prototype, "width", {
/**
@@ -195,68 +186,67 @@ Object.defineProperty(Phaser.World.prototype, "width", {
});
/**
* Get
* @returns {number} The current height of the game world.
*//**
* Sets the width of the game world.
* @param {Description} value - Height of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "height", {
/**
* @method height
* @return {Number} The current height of the game world
*/
get: function () {
return this.bounds.height;
},
/**
* @method height
* @return {Number} Sets the width of the game world
*/
set: function (value) {
this.bounds.height = value;
}
});
/**
* Get
* @returns {number} return the X position of the center point of the world
*/
Object.defineProperty(Phaser.World.prototype, "centerX", {
/**
* @method centerX
* @return {Number} return the X position of the center point of the world
*/
get: function () {
return this.bounds.halfWidth;
}
});
/**
* Get
* @returns {number} return the Y position of the center point of the world
*/
Object.defineProperty(Phaser.World.prototype, "centerY", {
/**
* @method centerY
* @return {Number} return the Y position of the center point of the world
*/
get: function () {
return this.bounds.halfHeight;
}
});
/**
* Get
* @returns {number} a random integer which is lesser or equal to the current width of the game world
*/
Object.defineProperty(Phaser.World.prototype, "randomX", {
/**
* @method randomX
* @return {Number} a random integer which is lesser or equal to the current width of the game world
*/
get: function () {
return Math.round(Math.random() * this.bounds.width);
}
});
/**
* Get
* @returns {number} a random integer which is lesser or equal to the current height of the game world
*/
Object.defineProperty(Phaser.World.prototype, "randomY", {
/**
* @method randomY
* @return {Number} a random integer which is lesser or equal to the current height of the game world
*/
get: function () {
return Math.round(Math.random() * this.bounds.height);
}