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
+138 -96
View File
@@ -1,193 +1,232 @@
/**
* Phaser - Pointer
* @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.Pointer
*/
/**
* Phaser - Pointer constructor.
*
* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
* @class Phaser.Pointer
* @classdesc A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Description} id - Description.
*/
Phaser.Pointer = function (game, id) {
/**
* Local private variable to store the status of dispatching a hold event
* @property _holdSent
* @type {bool}
* Local private variable to store the status of dispatching a hold event.
* @property {bool} _holdSent
* @private
* @default
*/
this._holdSent = false;
/**
* Local private variable storing the short-term history of pointer movements
* @property _history
* @type {Array}
* Local private variable storing the short-term history of pointer movements.
* @property {array} _history
* @private
*/
this._history = [];
/**
* Local private variable storing the time at which the next history drop should occur
* @property _lastDrop
* @type {Number}
* @property {number} _lastDrop
* @private
* @default
*/
this._nextDrop = 0;
// Monitor events outside of a state reset loop
/**
* Monitor events outside of a state reset loop.
* @property {bool} _stateReset
* @private
* @default
*/
this._stateReset = false;
/**
* A Vector object containing the initial position when the Pointer was engaged with the screen.
* @property positionDown
* @type {Vec2}
* @property {Vec2} positionDown
* @default
**/
this.positionDown = null;
/**
* A Vector object containing the current position of the Pointer on the screen.
* @property position
* @type {Vec2}
* @property {Vec2} position
* @default
**/
this.position = null;
/**
* A Circle object centered on the x/y screen coordinates of the Pointer.
* Default size of 44px (Apple's recommended "finger tip" size)
* @property circle
* @type {Circle}
* Default size of 44px (Apple's recommended "finger tip" size).
* @property {Circle} circle
* @default
**/
this.circle = null;
/**
*
* @property withinGame
* @type {bool}
* Description.
* @property {bool} withinGame
*/
this.withinGame = false;
/**
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientX
* @type {Number}
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @property {number} clientX
* @default
*/
this.clientX = -1;
/**
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientY
* @type {Number}
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @property {number} clientY
* @default
*/
this.clientY = -1;
/**
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageX
* @type {Number}
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.
* @property {number} pageX
* @default
*/
this.pageX = -1;
/**
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageY
* @type {Number}
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.
* @property {number} pageY
* @default
*/
this.pageY = -1;
/**
* The horizontal coordinate of point relative to the screen in pixels
* @property screenX
* @type {Number}
* The horizontal coordinate of point relative to the screen in pixels.
* @property {number} screenX
* @default
*/
this.screenX = -1;
/**
* The vertical coordinate of point relative to the screen in pixels
* @property screenY
* @type {Number}
* The vertical coordinate of point relative to the screen in pixels.
* @property {number} screenY
* @default
*/
this.screenY = -1;
/**
* The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @property x
* @type {Number}
* @property {number} x
* @default
*/
this.x = -1;
/**
* The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @property y
* @type {Number}
* @property {number} y
* @default
*/
this.y = -1;
/**
* If the Pointer is a mouse this is true, otherwise false
* @property isMouse
* If the Pointer is a mouse this is true, otherwise false.
* @property {bool} isMouse
* @type {bool}
**/
*/
this.isMouse = false;
/**
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
* @property isDown
* @type {bool}
**/
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
* @property {bool} isDown
* @default
*/
this.isDown = false;
/**
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
* @property isUp
* @type {bool}
**/
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
* @property {bool} isUp
* @default
*/
this.isUp = true;
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @property timeDown
* @type {Number}
**/
* @property {number} timeDown
* @default
*/
this.timeDown = 0;
/**
* A timestamp representing when the Pointer left the touchscreen.
* @property timeUp
* @type {Number}
**/
* @property {number} timeUp
* @default
*/
this.timeUp = 0;
/**
* A timestamp representing when the Pointer was last tapped or clicked
* @property previousTapTime
* @type {Number}
**/
* A timestamp representing when the Pointer was last tapped or clicked.
* @property {number} previousTapTime
* @default
*/
this.previousTapTime = 0;
/**
* The total number of times this Pointer has been touched to the touchscreen
* @property totalTouches
* @type {Number}
**/
* The total number of times this Pointer has been touched to the touchscreen.
* @property {number} totalTouches
* @default
*/
this.totalTouches = 0;
/**
* The number of miliseconds since the last click
* @property msSinceLastClick
* @type {Number}
**/
* The number of miliseconds since the last click.
* @property {number} msSinceLastClick
* @default
*/
this.msSinceLastClick = Number.MAX_VALUE;
/**
* The Game Object this Pointer is currently over / touching / dragging.
* @property targetObject
* @type {Any}
**/
* @property {Any} targetObject
* @default
*/
this.targetObject = null;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Description} id - Description.
*/
this.id = id;
/**
* Description.
* @property {bool} isDown - Description.
* @default
*/
this.active = false;
/**
* Description
* @property {Phaser.Point} position
*/
this.position = new Phaser.Point();
/**
* Description
* @property {Phaser.Point} positionDown
*/
this.positionDown = new Phaser.Point();
/**
* Description
* @property {Phaser.Circle} circle
*/
this.circle = new Phaser.Circle(0, 0, 44);
if (id == 0)
@@ -200,7 +239,7 @@ Phaser.Pointer = function (game, id) {
Phaser.Pointer.prototype = {
/**
* Called when the Pointer is pressed onto the touchscreen
* Called when the Pointer is pressed onto the touchscreen.
* @method start
* @param {Any} event
*/
@@ -264,6 +303,10 @@ Phaser.Pointer.prototype = {
},
/**
* Description.
* @method update
*/
update: function () {
if (this.active)
@@ -438,7 +481,7 @@ Phaser.Pointer.prototype = {
},
/**
* Called when the Pointer leaves the target area
* Called when the Pointer leaves the target area.
* @method leave
* @param {Any} event
*/
@@ -450,7 +493,7 @@ Phaser.Pointer.prototype = {
},
/**
* Called when the Pointer leaves the touchscreen
* Called when the Pointer leaves the touchscreen.
* @method stop
* @param {Any} event
*/
@@ -529,9 +572,9 @@ Phaser.Pointer.prototype = {
},
/**
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
* @method justPressed
* @param {Number} [duration].
* @param {number} [duration]
* @return {bool}
*/
justPressed: function (duration) {
@@ -543,9 +586,9 @@ Phaser.Pointer.prototype = {
},
/**
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
* @method justReleased
* @param {Number} [duration].
* @param {number} [duration]
* @return {bool}
*/
justReleased: function (duration) {
@@ -587,7 +630,7 @@ Phaser.Pointer.prototype = {
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
* @return {string} A string representation of the instance.
**/
toString: function () {
return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
@@ -595,13 +638,12 @@ Phaser.Pointer.prototype = {
};
/**
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @return {number}
*/
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
/**
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @property duration
* @type {Number}
**/
get: function () {
if (this.isUp)
@@ -615,12 +657,12 @@ Object.defineProperty(Phaser.Pointer.prototype, "duration", {
});
/**
* Gets the X value of this Pointer in world coordinates based on the given camera.
* @return {Description}
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
/**
* Gets the X value of this Pointer in world coordinates based on the given camera.
* @param {Camera} [camera]
*/
get: function () {
return this.game.world.camera.x + this.x;
@@ -629,12 +671,12 @@ Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
});
/**
* Gets the Y value of this Pointer in world coordinates based on the given camera.
* @return {Description}
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
/**
* Gets the Y value of this Pointer in world coordinates based on the given camera.
* @param {Camera} [camera]
*/
get: function () {
return this.game.world.camera.y + this.y;