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
+61 -31
View File
@@ -1,91 +1,120 @@
/**
* Phaser - Tile
*
* A Tile is a single representation of a tile within a Tilemap
* @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.Tile
*/
/**
* Tile constructor
* Create a new <code>Tile</code>.
*
* @param tilemap {Tilemap} the tilemap this tile belongs to.
* @param index {number} The index of this tile type in the core map data.
* @param width {number} Width of the tile.
* @param height number} Height of the tile.
* @class Phaser.Tile
* @classdesc A Tile is a single representation of a tile within a Tilemap.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Tilemap} tilemap - The tilemap this tile belongs to.
* @param {number} index - The index of this tile type in the core map data.
* @param {number} width - Width of the tile.
* @param {number} height - Height of the tile.
*/
Phaser.Tile = function (game, tilemap, index, width, height) {
/**
* The virtual mass of the tile.
* @type {number}
* @property {number} mass - The virtual mass of the tile.
* @default
*/
this.mass = 1.0;
/**
* Indicating this Tile doesn't collide at all.
* @type {bool}
* @property {bool} collideNone - Indicating this Tile doesn't collide at all.
* @default
*/
this.collideNone = true;
/**
* Indicating collide with any object on the left.
* @type {bool}
* @property {bool} collideLeft - Indicating collide with any object on the left.
* @default
*/
this.collideLeft = false;
/**
* Indicating collide with any object on the right.
* @type {bool}
* @property {bool} collideRight - Indicating collide with any object on the right.
* @default
*/
this.collideRight = false;
/**
* Indicating collide with any object on the top.
* @type {bool}
* @property {bool} collideUp - Indicating collide with any object on the top.
* @default
*/
this.collideUp = false;
/**
* Indicating collide with any object on the bottom.
* @type {bool}
* @property {bool} collideDown - Indicating collide with any object on the bottom.
* @default
*/
this.collideDown = false;
/**
* Enable separation at x-axis.
* @type {bool}
* @property {bool} separateX - Enable separation at x-axis.
* @default
*/
this.separateX = true;
/**
* Enable separation at y-axis.
* @type {bool}
* @property {bool} separateY - Enable separation at y-axis.
* @default
*/
this.separateY = true;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {bool} tilemap - The tilemap this tile belongs to.
*/
this.tilemap = tilemap;
/**
* @property {number} index - The index of this tile type in the core map data.
*/
this.index = index;
/**
* @property {number} width - The width of the tile.
*/
this.width = width;
/**
* @property {number} height - The height of the tile.
*/
this.height = height;
};
Phaser.Tile.prototype = {
/**
/**
* Clean up memory.
* @method destroy
*/
destroy: function () {
this.tilemap = null;
},
/**
/**
* Set collision configs.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
* @method setCollision
* @param {bool} left - Indicating collide with any object on the left.
* @param {bool} right - Indicating collide with any object on the right.
* @param {bool} up - Indicating collide with any object on the top.
* @param {bool} down - Indicating collide with any object on the bottom.
* @param {bool} reset - Description.
* @param {bool} separateX - Separate at x-axis.
* @param {bool} separateY - Separate at y-axis.
*/
setCollision: function (left, right, up, down, reset, separateX, separateY) {
@@ -110,8 +139,9 @@ Phaser.Tile.prototype = {
},
/**
/**
* Reset collision status flags.
* @method resetCollision
*/
resetCollision: function () {