mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Updated docs for 1.1.2 release.
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+52
-29
@@ -58,10 +58,6 @@
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<a href="Phaser.BitmapText.html">BitmapText</a>
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</li>
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<li>
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<a href="Phaser.Bullet.html">Bullet</a>
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</li>
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<li>
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<a href="Phaser.Button.html">Button</a>
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</li>
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@@ -394,16 +390,16 @@
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* @class Phaser.Game
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* @classdesc This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
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* @constructor
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* @param {number} width - The width of your game in game pixels.
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* @param {number} height - The height of your game in game pixels.
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* @param {number} renderer -Which renderer to use (canvas or webgl)
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* @param {HTMLElement} parent -The Games DOM parent.
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* @param {Description} state - Description.
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* @param {boolean} transparent - Use a transparent canvas background or not.
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* @param {boolean} antialias - Anti-alias graphics.
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* @param {number} [width=800] - The width of your game in game pixels.
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* @param {number} [height=600] - The height of your game in game pixels.
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* @param {number} [renderer=Phaser.AUTO] - Which renderer to use (canvas or webgl)
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* @param {HTMLElement} [parent=''] - The Games DOM parent.
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* @param {any} [state=null] - Description.
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
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* @param {boolean} [antialias=true] - Anti-alias graphics.
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*/
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Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
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@@ -689,22 +685,7 @@ Phaser.Game.prototype = {
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this.load.onLoadComplete.add(this.loadComplete, this);
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if (this.renderType == Phaser.CANVAS)
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{
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console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to Canvas', 'color: #ffff33; background: #000000');
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}
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else
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{
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console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to WebGL', 'color: #ffff33; background: #000000');
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}
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var pos = Phaser.VERSION.indexOf('-');
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var versionQualifier = (pos >= 0) ? Phaser.VERSION.substr(pos + 1) : null;
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if (versionQualifier)
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{
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var article = ['a', 'e', 'i', 'o', 'u', 'y'].indexOf(versionQualifier.charAt(0)) >= 0 ? 'an' : 'a';
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console.warn('You are using %s %s version of Phaser. Some things may not work.', article, versionQualifier);
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}
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this.showDebugHeader();
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this.isRunning = true;
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this._loadComplete = false;
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@@ -716,6 +697,48 @@ Phaser.Game.prototype = {
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},
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/**
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* Displays a Phaser version debug header in the console.
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*
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* @method Phaser.Game#showDebugHeader
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* @protected
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*/
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showDebugHeader: function () {
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var v = Phaser.DEV_VERSION;
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var r = 'Canvas';
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var a = 'HTML Audio';
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if (this.renderType == Phaser.WEBGL)
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{
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r = 'WebGL';
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}
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if (this.device.webAudio)
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{
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a = 'WebAudio';
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}
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if (this.device.chrome)
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{
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var args = [
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'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
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'background: #00bff3',
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'background: #0072bc',
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'color: #ffffff; background: #003471',
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'background: #0072bc',
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'background: #00bff3'
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];
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console.log.apply(console, args);
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}
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else
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{
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console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
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}
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},
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/**
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* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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*
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@@ -889,7 +912,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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