mirror of
https://github.com/wassname/phaser.git
synced 2026-07-05 17:30:19 +08:00
Adding docs.
This commit is contained in:
+72
-1
@@ -1,3 +1,21 @@
|
||||
/**
|
||||
* @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.Text
|
||||
*/
|
||||
|
||||
/**
|
||||
* Create a new <code>Text</code>.
|
||||
* @class Phaser.Text
|
||||
* @classdesc Description of class.
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
* @param {Description} x - Description.
|
||||
* @param {Description} y - Description.
|
||||
* @param {string} text - Description.
|
||||
* @param {string} style - Description.
|
||||
*/
|
||||
Phaser.Text = function (game, x, y, text, style) {
|
||||
|
||||
x = x || 0;
|
||||
@@ -6,15 +24,34 @@ Phaser.Text = function (game, x, y, text, style) {
|
||||
style = style || '';
|
||||
|
||||
// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
|
||||
/**
|
||||
* @property {bool} exists - Description.
|
||||
* @default
|
||||
*/
|
||||
this.exists = true;
|
||||
|
||||
// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
|
||||
/**
|
||||
* @property {bool} alive - Description.
|
||||
* @default
|
||||
*/
|
||||
this.alive = true;
|
||||
|
||||
/**
|
||||
* @property {Description} group - Description.
|
||||
* @default
|
||||
*/
|
||||
this.group = null;
|
||||
|
||||
/**
|
||||
* @property {string} name - Description.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
this._text = text;
|
||||
@@ -22,19 +59,39 @@ Phaser.Text = function (game, x, y, text, style) {
|
||||
|
||||
PIXI.Text.call(this, text, style);
|
||||
|
||||
/**
|
||||
* @property {Description} type - Description.
|
||||
*/
|
||||
this.type = Phaser.TEXT;
|
||||
|
||||
/**
|
||||
* @property {Description} position - Description.
|
||||
*/
|
||||
this.position.x = this.x = x;
|
||||
this.position.y = this.y = y;
|
||||
|
||||
// Replaces the PIXI.Point with a slightly more flexible one
|
||||
/**
|
||||
* @property {Phaser.Point} anchor - Description.
|
||||
*/
|
||||
this.anchor = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} scale - Description.
|
||||
*/
|
||||
this.scale = new Phaser.Point(1, 1);
|
||||
|
||||
// Influence of camera movement upon the position
|
||||
/**
|
||||
* @property {Phaser.Point} scrollFactor - Description.
|
||||
*/
|
||||
this.scrollFactor = new Phaser.Point(1, 1);
|
||||
|
||||
// A mini cache for storing all of the calculated values
|
||||
/**
|
||||
* @property {Description} _cache - Description.
|
||||
* @private
|
||||
*/
|
||||
this._cache = {
|
||||
|
||||
dirty: false,
|
||||
@@ -53,6 +110,9 @@ Phaser.Text = function (game, x, y, text, style) {
|
||||
this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
|
||||
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
|
||||
|
||||
/**
|
||||
* @property {bool} renderable - Description.
|
||||
*/
|
||||
this.renderable = true;
|
||||
|
||||
};
|
||||
@@ -60,7 +120,11 @@ Phaser.Text = function (game, x, y, text, style) {
|
||||
Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
|
||||
Phaser.Text.prototype.constructor = Phaser.Text;
|
||||
|
||||
// Automatically called by World.update
|
||||
|
||||
/**
|
||||
* Automatically called by World.update.
|
||||
* @method Phaser.Text.prototype.update
|
||||
*/
|
||||
Phaser.Text.prototype.update = function() {
|
||||
|
||||
if (!this.exists)
|
||||
@@ -82,6 +146,13 @@ Phaser.Text.prototype.update = function() {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @returns {Description}
|
||||
*//**
|
||||
* Set
|
||||
* @param {Description} value - Description
|
||||
*/
|
||||
Object.defineProperty(Phaser.Text.prototype, 'angle', {
|
||||
|
||||
get: function() {
|
||||
|
||||
Reference in New Issue
Block a user