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
+118 -36
View File
@@ -1,91 +1,120 @@
/**
* @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.StageScaleMode
*/
/**
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
*
* @class Phaser.StageScaleMode
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} width - Description.
* @param {number} height - Description.
*/
Phaser.StageScaleMode = function (game, width, height) {
/**
* Stage height when start the game.
* @type {number}
* @property {number} _startHeight - Stage height when starting the game.
* @default
* @private
*/
this._startHeight = 0;
/**
* If the game should be forced to use Landscape mode, this is set to true by Game.Stage
* @type {bool}
* @property {bool} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
* @default
*/
this.forceLandscape = false;
/**
* If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @type {bool}
* @property {bool} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @default
*/
this.forcePortrait = false;
this.forcePortrait = false;
/**
* If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
* @type {bool}
* @property {bool} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
* @default
*/
this.incorrectOrientation = false;
/**
* If you wish to align your game in the middle of the page then you can set this value to true.
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
* @type {bool}
* @property {bool} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
<ul><li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.</li>
<li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.</li></ul>
* @default
*/
this.pageAlignHorizontally = false;
/**
* If you wish to align your game in the middle of the page then you can set this value to true.
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
* @type {bool}
* @property {bool} pageAlignVeritcally - If you wish to align your game in the middle of the page then you can set this value to true.
<ul><li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
<li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.</li></ul>
* @default
*/
this.pageAlignVeritcally = false;
/**
* Minimum width the canvas should be scaled to (in pixels)
* @type {number}
* @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels).
* @default
*/
this.minWidth = null;
/**
* Maximum width the canvas should be scaled to (in pixels).
* @property {number} maxWidth - Maximum width the canvas should be scaled to (in pixels).
* If null it will scale to whatever width the browser can handle.
* @type {number}
* @default
*/
this.maxWidth = null;
/**
* Minimum height the canvas should be scaled to (in pixels)
* @type {number}
* @property {number} minHeight - Minimum height the canvas should be scaled to (in pixels).
* @default
*/
this.minHeight = null;
/**
* Maximum height the canvas should be scaled to (in pixels).
* @property {number} maxHeight - Maximum height the canvas should be scaled to (in pixels).
* If null it will scale to whatever height the browser can handle.
* @type {number}
* @default
*/
this.maxHeight = null;
/**
* Width of the stage after calculation.
* @type {number}
* @property {number} width - Width of the stage after calculation.
* @default
*/
this.width = 0;
/**
* Height of the stage after calculation.
* @type {number}
* @property {number} height - Height of the stage after calculation.
* @default
*/
this.height = 0;
/**
* The maximum number of times it will try to resize the canvas to fill the browser (default is 5)
* @type {number}
* @property {number} maxIterations - The maximum number of times it will try to resize the canvas to fill the browser.
* @default
*/
this.maxIterations = 5;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} enterLandscape - Description.
*/
this.enterLandscape = new Phaser.Signal();
/**
* @property {Description} enterPortrait - Description.
*/
this.enterPortrait = new Phaser.Signal();
if (window['orientation'])
@@ -104,7 +133,15 @@ Phaser.StageScaleMode = function (game, width, height) {
}
}
/**
* @property {Description} scaleFactor - Description.
*/
this.scaleFactor = new Phaser.Point(1, 1);
/**
* @property {number} aspectRatio - Aspect ratio.
* @default
*/
this.aspectRatio = 0;
var _this = this;
@@ -124,7 +161,10 @@ Phaser.StageScaleMode.NO_SCALE = 1;
Phaser.StageScaleMode.SHOW_ALL = 2;
Phaser.StageScaleMode.prototype = {
/**
* Description.
* @method startFullScreen
*/
startFullScreen: function () {
if (this.isFullScreen)
@@ -152,6 +192,10 @@ Phaser.StageScaleMode.prototype = {
},
/**
* Description.
* @method stopFullScreen
*/
stopFullScreen: function () {
if (document['cancelFullScreen'])
@@ -169,6 +213,10 @@ Phaser.StageScaleMode.prototype = {
},
/**
* Description.
* @method checkOrientationState
*/
checkOrientationState: function () {
// They are in the wrong orientation
@@ -194,8 +242,10 @@ Phaser.StageScaleMode.prototype = {
}
},
/**
/**
* Handle window.orientationchange events
* @method checkOrientation
* @param {Description} event - Description.
*/
checkOrientation: function (event) {
@@ -217,8 +267,10 @@ Phaser.StageScaleMode.prototype = {
},
/**
/**
* Handle window.resize events
* @method checkResize
* @param {Description} event - Description.
*/
checkResize: function (event) {
@@ -246,8 +298,9 @@ Phaser.StageScaleMode.prototype = {
}
},
/**
/**
* Re-calculate scale mode and update screen size.
* @method refresh
*/
refresh: function () {
@@ -280,8 +333,9 @@ Phaser.StageScaleMode.prototype = {
},
/**
/**
* Set screen size automatically based on the scaleMode.
* @param {Description} force - Description.
*/
setScreenSize: function (force) {
@@ -329,6 +383,10 @@ Phaser.StageScaleMode.prototype = {
},
/**
* Description.
* @method setSize
*/
setSize: function () {
if (this.incorrectOrientation == false)
@@ -392,6 +450,10 @@ Phaser.StageScaleMode.prototype = {
},
/**
* Description.
* @method setMaximum
*/
setMaximum: function () {
this.width = window.innerWidth;
@@ -399,6 +461,10 @@ Phaser.StageScaleMode.prototype = {
},
/**
* Description.
* @method setShowAll
*/
setShowAll: function () {
var multiplier = Math.min((window.innerHeight / this.game.height), (window.innerWidth / this.game.width));
@@ -408,6 +474,10 @@ Phaser.StageScaleMode.prototype = {
},
/**
* Description.
* @method setExactFit
*/
setExactFit: function () {
var availableWidth = window.innerWidth - 0;
@@ -439,6 +509,10 @@ Phaser.StageScaleMode.prototype = {
};
/**
* Get
* @return {bool}
*/
Object.defineProperty(Phaser.StageScaleMode.prototype, "isFullScreen", {
get: function () {
@@ -454,6 +528,10 @@ Object.defineProperty(Phaser.StageScaleMode.prototype, "isFullScreen", {
});
/**
* Get
* @return {number}
*/
Object.defineProperty(Phaser.StageScaleMode.prototype, "isPortrait", {
get: function () {
@@ -462,6 +540,10 @@ Object.defineProperty(Phaser.StageScaleMode.prototype, "isPortrait", {
});
/**
* Get
* @return {number}
*/
Object.defineProperty(Phaser.StageScaleMode.prototype, "isLandscape", {
get: function () {