Updated docs for 1.1.2 release.

This commit is contained in:
photonstorm
2013-11-01 18:16:52 +00:00
parent eb95ce231b
commit 3e9777e6f4
150 changed files with 6188 additions and 2252 deletions
+52 -29
View File
@@ -58,10 +58,6 @@
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li>
<a href="Phaser.Bullet.html">Bullet</a>
</li>
<li>
<a href="Phaser.Button.html">Button</a>
</li>
@@ -394,16 +390,16 @@
* @class Phaser.Game
* @classdesc This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
* &lt;p>"Hell, there are no rules here - we're trying to accomplish something."&lt;/p>&lt;br>
* "Hell, there are no rules here - we're trying to accomplish something."
* Thomas A. Edison
* @constructor
* @param {number} width - The width of your game in game pixels.
* @param {number} height - The height of your game in game pixels.
* @param {number} renderer -Which renderer to use (canvas or webgl)
* @param {HTMLElement} parent -The Games DOM parent.
* @param {Description} state - Description.
* @param {boolean} transparent - Use a transparent canvas background or not.
* @param {boolean} antialias - Anti-alias graphics.
* @param {number} [width=800] - The width of your game in game pixels.
* @param {number} [height=600] - The height of your game in game pixels.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use (canvas or webgl)
* @param {HTMLElement} [parent=''] - The Games DOM parent.
* @param {any} [state=null] - Description.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
* @param {boolean} [antialias=true] - Anti-alias graphics.
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
@@ -689,22 +685,7 @@ Phaser.Game.prototype = {
this.load.onLoadComplete.add(this.loadComplete, this);
if (this.renderType == Phaser.CANVAS)
{
console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to Canvas', 'color: #ffff33; background: #000000');
}
else
{
console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to WebGL', 'color: #ffff33; background: #000000');
}
var pos = Phaser.VERSION.indexOf('-');
var versionQualifier = (pos >= 0) ? Phaser.VERSION.substr(pos + 1) : null;
if (versionQualifier)
{
var article = ['a', 'e', 'i', 'o', 'u', 'y'].indexOf(versionQualifier.charAt(0)) >= 0 ? 'an' : 'a';
console.warn('You are using %s %s version of Phaser. Some things may not work.', article, versionQualifier);
}
this.showDebugHeader();
this.isRunning = true;
this._loadComplete = false;
@@ -716,6 +697,48 @@ Phaser.Game.prototype = {
},
/**
* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
showDebugHeader: function () {
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
}
},
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
@@ -889,7 +912,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>