Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.

After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
This commit is contained in:
photonstorm
2014-02-18 03:01:51 +00:00
parent 375e9e379a
commit 5d5c64d22f
201 changed files with 41296 additions and 47048 deletions
+1 -1
View File
@@ -11,7 +11,7 @@ module.exports = function (grunt) {
compile_dir: 'dist',
src: {
phaser: [
'build/p2.js',
'build/p2.js',
'src/Intro.js',
'src/pixi/Pixi.js',
'src/Phaser.js',
+2
View File
@@ -88,6 +88,7 @@ Significant API changes:
* BitmapText has had a bit of an overhaul - the signature for adding a BitmapText has changed to: x, y, font, text, size. See the docs and examples for details.
* World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live.
* Cache.getImageKeys and similar has been removed, please use Cache.getKeys(Phaser.Cache.IMAGE) instead, this now supports all 10 Cache data types.
* After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
New features:
@@ -117,6 +118,7 @@ New features:
* Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
* fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
* fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
* Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
Updates:
+174 -136
View File
@@ -1068,7 +1068,6 @@ Polygon.prototype.getCutEdges = function() {
*/
Polygon.prototype.decomp = function(){
var edges = this.getCutEdges();
console.log('decomp', edges);
if(edges.length > 0)
return this.slice(edges);
else
@@ -1921,6 +1920,12 @@ function Narrowphase(){
*/
this.frictionCoefficient = 0.3;
/**
* Will be the .relativeVelocity in each produced FrictionEquation.
* @property {Number} surfaceVelocity
*/
this.surfaceVelocity = 0;
this.reuseObjects = true;
this.reusableContactEquations = [];
this.reusableFrictionEquations = [];
@@ -1974,36 +1979,6 @@ function clearObject(obj){
*/
Narrowphase.prototype.reset = function(world){
// Emit world separation event
if(world && world.emitSeparationEvent){
for(var i=0; i<this.collidingBodiesLastStep.keys.length; i++){
var key = this.collidingBodiesLastStep.keys[i],
id1 = parseInt(key),
idx = key.indexOf(" "),
id2 = parseInt(key.substr(idx+1)),
found = false;
// Find the corresponding contactEquation
for(var j=0; j!==this.contactEquations.length; j++){
var eq = this.contactEquations[j],
idA = eq.bi.id,
idB = eq.bj.id;
if( (id1 == idA && id2 == idB) ||
(id1 == idB && id2 == idA)){
// Found! Bodies are still in contact.
found = true;
break;
}
}
if(!found){
world.separationEvent.bodyA = world.getBodyById(id1);
world.separationEvent.bodyB = world.getBodyById(id2);
world.emit(world.separationEvent);
}
}
}
// Save the colliding bodies data
clearObject(this.collidingBodiesLastStep);
for(var i=0; i!==this.contactEquations.length; i++){
@@ -2074,6 +2049,7 @@ Narrowphase.prototype.createFrictionEquation = function(bodyA,bodyB,shapeA,shape
c.shapeB = shapeB;
c.setSlipForce(this.slipForce);
c.frictionCoefficient = this.frictionCoefficient;
c.relativeVelocity = this.surfaceVelocity;
return c;
};
@@ -3941,24 +3917,31 @@ var Circle = require('../shapes/Circle')
, Broadphase = require('../collision/Broadphase')
, vec2 = require('../math/vec2')
module.exports = SAP1DBroadphase;
module.exports = SAPBroadphase;
/**
* Sweep and prune broadphase along one axis.
*
* @class SAP1DBroadphase
* @class SAPBroadphase
* @constructor
* @extends Broadphase
*/
function SAP1DBroadphase(){
function SAPBroadphase(){
Broadphase.apply(this);
/**
* List of bodies currently in the broadphase.
* @property axisList
* @property axisListX
* @type {Array}
*/
this.axisList = [];
this.axisListX = [];
/**
* List of bodies currently in the broadphase.
* @property axisListY
* @type {Array}
*/
this.axisListY = [];
/**
* The world to search in.
@@ -3967,49 +3950,38 @@ function SAP1DBroadphase(){
*/
this.world = null;
/**
* Axis to sort the bodies along. Set to 0 for x axis, and 1 for y axis. For best performance, choose an axis that the bodies are spread out more on.
* @property axisIndex
* @type {Number}
*/
this.axisIndex = 0;
var axisList = this.axisList;
var axisListX = this.axisListX,
axisListY = this.axisListY;
this._addBodyHandler = function(e){
axisList.push(e.body);
axisListX.push(e.body);
axisListY.push(e.body);
};
this._removeBodyHandler = function(e){
var idx = axisList.indexOf(e.body);
if(idx !== -1)
axisList.splice(idx,1);
}
// Remove from X list
var idx = axisListX.indexOf(e.body);
if(idx !== -1) axisListX.splice(idx,1);
/*
// Add listeners to update the list of bodies.
world.on("addBody",function(e){
axisList.push(e.body);
}).on("removeBody",function(e){
var idx = axisList.indexOf(e.body);
if(idx !== -1)
axisList.splice(idx,1);
});
*/
// Remove from Y list
idx = axisListY.indexOf(e.body);
if(idx !== -1) axisListY.splice(idx,1);
}
};
SAP1DBroadphase.prototype = new Broadphase();
SAPBroadphase.prototype = new Broadphase();
/**
* Change the world
* @method setWorld
* @param {World} world
*/
SAP1DBroadphase.prototype.setWorld = function(world){
SAPBroadphase.prototype.setWorld = function(world){
// Clear the old axis array
this.axisList.length = 0;
this.axisListX.length = this.axisListY.length = 0;
// Add all bodies from the new world
Utils.appendArray(this.axisList,world.bodies);
Utils.appendArray(this.axisListX,world.bodies);
Utils.appendArray(this.axisListY,world.bodies);
// Remove old handlers, if any
world
@@ -4023,60 +3995,112 @@ SAP1DBroadphase.prototype.setWorld = function(world){
};
/**
* Function for sorting bodies along the X axis. To be passed to array.sort()
* Sorts bodies along the X axis.
* @method sortAxisListX
* @param {Body} bodyA
* @param {Body} bodyB
* @return {Number}
* @param {Array} a
* @return {Array}
*/
SAP1DBroadphase.sortAxisListX = function(bodyA,bodyB){
return (bodyA.position[0]-bodyA.boundingRadius) - (bodyB.position[0]-bodyB.boundingRadius);
SAPBroadphase.sortAxisListX = function(a){
for(var i=1,l=a.length;i<l;i++) {
var v = a[i];
for(var j=i - 1;j>=0;j--) {
if(a[j].aabb.lowerBound[0] <= v.aabb.lowerBound[0])
break;
a[j+1] = a[j];
}
a[j+1] = v;
}
return a;
};
/**
* Function for sorting bodies along the Y axis. To be passed to array.sort()
* Sorts bodies along the Y axis.
* @method sortAxisListY
* @param {Body} bodyA
* @param {Body} bodyB
* @return {Number}
* @param {Array} a
* @return {Array}
*/
SAP1DBroadphase.sortAxisListY = function(bodyA,bodyB){
return (bodyA.position[1]-bodyA.boundingRadius) - (bodyB.position[1]-bodyB.boundingRadius);
SAPBroadphase.sortAxisListY = function(a){
for(var i=1,l=a.length;i<l;i++) {
var v = a[i];
for(var j=i - 1;j>=0;j--) {
if(a[j].aabb.lowerBound[1] <= v.aabb.lowerBound[1])
break;
a[j+1] = a[j];
}
a[j+1] = v;
}
return a;
};
var preliminaryList = { keys:[] };
/**
* Get the colliding pairs
* @method getCollisionPairs
* @param {World} world
* @return {Array}
*/
SAP1DBroadphase.prototype.getCollisionPairs = function(world){
var bodies = this.axisList,
SAPBroadphase.prototype.getCollisionPairs = function(world){
var bodiesX = this.axisListX,
bodiesY = this.axisListY,
result = this.result,
axisIndex = this.axisIndex,
i,j;
result.length = 0;
// Sort the list
bodies.sort(axisIndex === 0 ? SAP1DBroadphase.sortAxisListX : SAP1DBroadphase.sortAxisListY );
// Update all AABBs if needed
for(i=0; i!==bodiesX.length; i++){
var b = bodiesX[i];
if(b.aabbNeedsUpdate) b.updateAABB();
}
// Look through the list
for(i=0, N=bodies.length; i!==N; i++){
var bi = bodies[i];
// Sort the lists
SAPBroadphase.sortAxisListX(bodiesX);
SAPBroadphase.sortAxisListY(bodiesY);
// Look through the X list
for(i=0, N=bodiesX.length; i!==N; i++){
var bi = bodiesX[i];
for(j=i+1; j<N; j++){
var bj = bodies[j];
var bj = bodiesX[j];
if(!SAP1DBroadphase.checkBounds(bi,bj,axisIndex))
// Bounds overlap?
if(!SAPBroadphase.checkBounds(bi,bj,0))
break;
// If we got overlap, add pair
if(Broadphase.boundingRadiusCheck(bi,bj))
// add pair to preliminary list
var key = bi.id < bj.id ? bi.id+' '+bj.id : bj.id+' '+bi.id;
preliminaryList[key] = true;
preliminaryList.keys.push(key);
}
}
// Look through the Y list
for(i=0, N=bodiesY.length; i!==N; i++){
var bi = bodiesY[i];
for(j=i+1; j<N; j++){
var bj = bodiesY[j];
if(!SAPBroadphase.checkBounds(bi,bj,1))
break;
// If in preliminary list, add to final result
var key = bi.id < bj.id ? bi.id+' '+bj.id : bj.id+' '+bi.id;
if(preliminaryList[key] && Broadphase.boundingRadiusCheck(bi,bj))
result.push(bi,bj);
}
}
// Empty prel list
var keys = preliminaryList.keys;
for(i=0, N=keys.length; i!==N; i++){
delete preliminaryList[keys[i]];
}
keys.length = 0;
return result;
};
@@ -4089,7 +4113,8 @@ SAP1DBroadphase.prototype.getCollisionPairs = function(world){
* @param {Number} axisIndex
* @return {Boolean}
*/
SAP1DBroadphase.checkBounds = function(bi,bj,axisIndex){
SAPBroadphase.checkBounds = function(bi,bj,axisIndex){
/*
var biPos = bi.position[axisIndex],
ri = bi.boundingRadius,
bjPos = bj.position[axisIndex],
@@ -4100,6 +4125,8 @@ SAP1DBroadphase.checkBounds = function(bi,bj,axisIndex){
boundB2 = bjPos+rj;
return boundB1 < boundA2;
*/
return bj.aabb.lowerBound[axisIndex] < bi.aabb.upperBound[axisIndex];
};
},{"../collision/Broadphase":10,"../math/vec2":33,"../shapes/Circle":38,"../shapes/Particle":41,"../shapes/Plane":42,"../shapes/Shape":44,"../utils/Utils":49}],16:[function(require,module,exports){
@@ -5209,6 +5236,12 @@ function Equation(bi,bj,minForce,maxForce){
* @type {Number}
*/
this.multiplier = 0;
/**
* Relative velocity.
* @property {Number} relativeVelocity
*/
this.relativeVelocity = 0;
};
Equation.prototype.constructor = Equation;
@@ -5306,7 +5339,7 @@ Equation.prototype.computeGW = function(){
vj = bj.velocity,
wi = bi.angularVelocity,
wj = bj.angularVelocity;
return this.transformedGmult(G,vi,wi,vj,wj);
return this.transformedGmult(G,vi,wi,vj,wj) + this.relativeVelocity;
};
/**
@@ -5559,8 +5592,8 @@ FrictionEquation.prototype.computeB = function(a,b,h){
G[4] = t[1];
G[5] = vec2.crossLength(rj,t);
var GW = this.computeGW();
var GiMf = this.computeGiMf();
var GW = this.computeGW(),
GiMf = this.computeGiMf();
var B = /* - g * a */ - GW * b - h*GiMf;
@@ -5634,7 +5667,7 @@ RotationalVelocityEquation.prototype.computeB = function(a,b,h){
G[5] = this.ratio;
var GiMf = this.computeGiMf();
var GW = this.computeGW() + this.relativeVelocity;
var GW = this.computeGW();
var B = - GW * b - h*GiMf;
return B;
@@ -5660,7 +5693,8 @@ EventEmitter.prototype = {
* @param {Function} listener
* @return {EventEmitter} The self object, for chainability.
*/
on: function ( type, listener ) {
on: function ( type, listener, context ) {
listener.context = context || this;
if ( this._listeners === undefined ) this._listeners = {};
var listeners = this._listeners;
if ( listeners[ type ] === undefined ) {
@@ -5719,7 +5753,8 @@ EventEmitter.prototype = {
if ( listenerArray !== undefined ) {
event.target = this;
for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
listenerArray[ i ].call( this, event );
var listener = listenerArray[ i ];
listener.call( listener.context, event );
}
}
return this;
@@ -5807,6 +5842,12 @@ function ContactMaterial(materialA, materialB, options){
* @type {Number}
*/
this.frictionRelaxation = typeof(options.frictionRelaxation) !== "undefined" ? Number(options.frictionRelaxation) : 3;
/**
* Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right.
* @property {Number} surfaceVelocity
*/
this.surfaceVelocity = typeof(options.surfaceVelocity) !== "undefined" ? Number(options.surfaceVelocity) : 0
};
},{}],30:[function(require,module,exports){
@@ -6953,7 +6994,6 @@ Body.prototype.fromPolygon = function(path,options){
var p = new decomp.Polygon();
p.vertices = path;
// Make it counter-clockwise
p.makeCCW();
@@ -7420,7 +7460,7 @@ module.exports = {
PrismaticConstraint : require('./constraints/PrismaticConstraint'),
Rectangle : require('./shapes/Rectangle'),
RotationalVelocityEquation : require('./equations/RotationalVelocityEquation'),
SAP1DBroadphase : require('./collision/SAP1DBroadphase'),
SAPBroadphase : require('./collision/SAPBroadphase'),
Shape : require('./shapes/Shape'),
Solver : require('./solver/Solver'),
Spring : require('./objects/Spring'),
@@ -7431,7 +7471,7 @@ module.exports = {
version : require('../package.json').version,
};
},{"../package.json":8,"./collision/AABB":9,"./collision/Broadphase":10,"./collision/GridBroadphase":11,"./collision/NaiveBroadphase":12,"./collision/QuadTree":14,"./collision/SAP1DBroadphase":15,"./constraints/Constraint":16,"./constraints/DistanceConstraint":17,"./constraints/GearConstraint":18,"./constraints/LockConstraint":19,"./constraints/PrismaticConstraint":20,"./constraints/RevoluteConstraint":21,"./equations/AngleLockEquation":22,"./equations/ContactEquation":23,"./equations/Equation":24,"./equations/FrictionEquation":25,"./equations/RotationalVelocityEquation":27,"./events/EventEmitter":28,"./material/ContactMaterial":29,"./material/Material":30,"./math/vec2":33,"./objects/Body":34,"./objects/Spring":35,"./shapes/Capsule":37,"./shapes/Circle":38,"./shapes/Convex":39,"./shapes/Line":40,"./shapes/Particle":41,"./shapes/Plane":42,"./shapes/Rectangle":43,"./shapes/Shape":44,"./solver/GSSolver":45,"./solver/IslandSolver":47,"./solver/Solver":48,"./utils/Utils":49,"./world/World":50}],37:[function(require,module,exports){
},{"../package.json":8,"./collision/AABB":9,"./collision/Broadphase":10,"./collision/GridBroadphase":11,"./collision/NaiveBroadphase":12,"./collision/QuadTree":14,"./collision/SAPBroadphase":15,"./constraints/Constraint":16,"./constraints/DistanceConstraint":17,"./constraints/GearConstraint":18,"./constraints/LockConstraint":19,"./constraints/PrismaticConstraint":20,"./constraints/RevoluteConstraint":21,"./equations/AngleLockEquation":22,"./equations/ContactEquation":23,"./equations/Equation":24,"./equations/FrictionEquation":25,"./equations/RotationalVelocityEquation":27,"./events/EventEmitter":28,"./material/ContactMaterial":29,"./material/Material":30,"./math/vec2":33,"./objects/Body":34,"./objects/Spring":35,"./shapes/Capsule":37,"./shapes/Circle":38,"./shapes/Convex":39,"./shapes/Line":40,"./shapes/Particle":41,"./shapes/Plane":42,"./shapes/Rectangle":43,"./shapes/Shape":44,"./solver/GSSolver":45,"./solver/IslandSolver":47,"./solver/Solver":48,"./utils/Utils":49,"./world/World":50}],37:[function(require,module,exports){
var Shape = require('./Shape')
, vec2 = require('../math/vec2')
@@ -9012,13 +9052,6 @@ function World(options){
*/
this.emitImpactEvent = true;
/**
* Set to true if you want to the world to emit the "separation" event. Turning this off could improve performance.
* @property emitSeparationEvent
* @type {Boolean}
*/
this.emitSeparationEvent = true;
// Id counters
this._constraintIdCounter = 0;
this._bodyIdCounter = 0;
@@ -9074,18 +9107,6 @@ function World(options){
contactEquation : null,
};
/**
* Fired when two bodies stop touching. This event is fired during the narrowphase.
* @event impact
* @param {Body} bodyA
* @param {Body} bodyB
*/
this.separationEvent = {
type: "separation",
bodyA : null,
bodyB : null,
};
/**
* Fired after the Broadphase has collected collision pairs in the world.
* Inside the event handler, you can modify the pairs array as you like, to
@@ -9111,6 +9132,7 @@ function World(options){
shapeB : null,
bodyA : null,
bodyB : null,
contactEquations : [],
};
this.endContactEvent = {
@@ -9334,17 +9356,19 @@ World.prototype.internalStep = function(dt){
aj = bj.shapeAngles[l];
var mu = this.defaultFriction,
restitution = this.defaultRestitution;
restitution = this.defaultRestitution,
surfaceVelocity = 0;
if(si.material && sj.material){
var cm = this.getContactMaterial(si.material,sj.material);
if(cm){
mu = cm.friction;
restitution = cm.restitution;
surfaceVelocity = cm.surfaceVelocity;
}
}
this.runNarrowphase(np,bi,si,xi,ai,bj,sj,xj,aj,mu,restitution);
this.runNarrowphase(np,bi,si,xi,ai,bj,sj,xj,aj,mu,restitution,surfaceVelocity);
}
}
}
@@ -9353,13 +9377,14 @@ World.prototype.internalStep = function(dt){
var last = this.overlappingShapesLastState;
for(var i=0; i<last.keys.length; i++){
var key = last.keys[i];
if(key.indexOf("shape")!=-1)
if(key.indexOf("shape")!=-1 || key.indexOf("body")!=-1)
break;
if(!this.overlappingShapesCurrentState[key]){
// Not overlapping any more! Emit event.
var e = this.endContactEvent;
// TODO: add shapes to the event object
// Add shapes to the event object
e.shapeA = last[key+"_shapeA"];
e.shapeB = last[key+"_shapeB"];
e.bodyA = last[key+"_bodyA"];
@@ -9375,7 +9400,7 @@ World.prototype.internalStep = function(dt){
delete last[key+"_bodyB"];
}
this.overlappingShapesLastState.keys.length = 0;
// Swap state objects & make sure to reuse them
// Swap state objects
var tmp = this.overlappingShapesLastState;
this.overlappingShapesLastState = this.overlappingShapesCurrentState;
this.overlappingShapesCurrentState = tmp;
@@ -9488,7 +9513,7 @@ World.integrateBody = function(body,dt){
* @param {Number} aj
* @param {Number} mu
*/
World.prototype.runNarrowphase = function(np,bi,si,xi,ai,bj,sj,xj,aj,mu,restitution){
World.prototype.runNarrowphase = function(np,bi,si,xi,ai,bj,sj,xj,aj,mu,restitution,surfaceVelocity){
if(!((si.collisionGroup & sj.collisionMask) !== 0 && (sj.collisionGroup & si.collisionMask) !== 0))
return;
@@ -9509,6 +9534,7 @@ World.prototype.runNarrowphase = function(np,bi,si,xi,ai,bj,sj,xj,aj,mu,restitut
np.enableFriction = mu > 0;
np.frictionCoefficient = mu;
np.restitution = restitution;
np.surfaceVelocity = surfaceVelocity;
var resolver = np[si.type | sj.type],
numContacts = 0;
@@ -9519,31 +9545,43 @@ World.prototype.runNarrowphase = function(np,bi,si,xi,ai,bj,sj,xj,aj,mu,restitut
numContacts = resolver.call(np, bj,sj,xjw,ajw, bi,si,xiw,aiw);
}
if(numContacts > 0){
if(numContacts){
var key = si.id < sj.id ? si.id+" "+ sj.id : sj.id+" "+ si.id;
if(!this.overlappingShapesLastState[key]){
// Report new shape overlap
var e = this.beginContactEvent;
e.shapeA = si;
e.shapeB = sj;
e.bodyA = bi;
e.bodyB = bj;
this.emit(e);
var current = this.overlappingShapesCurrentState;
if(!current[key]){
current[key] = true;
current.keys.push(key);
// Also store shape & body data
current[key+"_shapeA"] = si;
current.keys.push(key+"_shapeA");
current[key+"_shapeB"] = sj;
current.keys.push(key+"_shapeB");
current[key+"_bodyA"] = bi;
current.keys.push(key+"_bodyA");
current[key+"_bodyB"] = bj;
current.keys.push(key+"_bodyB");
if(typeof(numContacts)=="number"){
// Add contacts to the event object
e.contactEquations.length = 0;
for(var i=np.contactEquations.length-numContacts; i<np.contactEquations.length; i++)
e.contactEquations.push(np.contactEquations[i]);
}
this.emit(e);
}
// Store current contact state
var current = this.overlappingShapesCurrentState;
if(!current[key]){
current[key] = true;
current.keys.push(key);
// Also store shape & body data
current[key+"_shapeA"] = si;
current.keys.push(key+"_shapeA");
current[key+"_shapeB"] = sj;
current.keys.push(key+"_shapeB");
current[key+"_bodyA"] = bi;
current.keys.push(key+"_bodyA");
current[key+"_bodyB"] = bj;
current.keys.push(key+"_bodyB");
}
}
}
+759 -233
View File
File diff suppressed because it is too large Load Diff
+16 -16
View File
File diff suppressed because one or more lines are too long
+35 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -613,6 +621,12 @@ Phaser.Animation.prototype = {
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this._parent.__tilePattern)
{
this._parent.__tilePattern = false;
this._parent.tilingTexture = false;
}
if (this._parent.events)
{
this._parent.events.onAnimationStart.dispatch(this._parent, this);
@@ -710,6 +724,12 @@ Phaser.Animation.prototype = {
if (this.currentFrame)
{
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this._parent.__tilePattern)
{
this._parent.__tilePattern = false;
this._parent.tilingTexture = false;
}
}
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
@@ -726,6 +746,12 @@ Phaser.Animation.prototype = {
if (this.currentFrame)
{
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this._parent.__tilePattern)
{
this._parent.__tilePattern = false;
this._parent.tilingTexture = false;
}
}
}
@@ -943,7 +969,7 @@ Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zer
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+42 -14
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -586,6 +594,12 @@ Phaser.AnimationManager.prototype = {
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this.sprite.__tilePattern)
{
this.__tilePattern = false;
this.tilingTexture = false;
}
return this._anims[name];
},
@@ -704,7 +718,6 @@ Phaser.AnimationManager.prototype = {
if (this.currentAnim && this.currentAnim.update() === true)
{
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.currentFrame = this.currentFrame;
return true;
}
@@ -721,7 +734,7 @@ Phaser.AnimationManager.prototype = {
*/
getAnimation: function (name) {
if (typeof name == 'string')
if (typeof name === 'string')
{
if (this._anims[name])
{
@@ -740,9 +753,14 @@ Phaser.AnimationManager.prototype = {
*/
refreshFrame: function () {
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this.sprite.__tilePattern)
{
this.__tilePattern = false;
this.tilingTexture = false;
}
},
/**
@@ -839,8 +857,13 @@ Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
{
this.currentFrame = this._frameData.getFrame(value);
this._frameIndex = value;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this.sprite.__tilePattern)
{
this.__tilePattern = false;
this.tilingTexture = false;
}
}
}
@@ -868,8 +891,13 @@ Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
{
this.currentFrame = this._frameData.getFrameByName(value);
this._frameIndex = this.currentFrame.index;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this.sprite.__tilePattern)
{
this.__tilePattern = false;
this.tilingTexture = false;
}
}
else
{
@@ -899,7 +927,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+21 -37
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -604,16 +612,9 @@ Phaser.AnimationParser = {
frames[i].spriteSourceSize.h
);
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim = {
x: frames[i].spriteSourceSize.x,
y: frames[i].spriteSourceSize.y,
realWidth: frames[i].sourceSize.w,
realHeight: frames[i].sourceSize.h
}
PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].sourceSize.w, frames[i].sourceSize.h);
}
}
return data;
@@ -680,15 +681,7 @@ Phaser.AnimationParser = {
frames[key].spriteSourceSize.h
);
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim = {
x: frames[i].spriteSourceSize.x,
y: frames[i].spriteSourceSize.y,
realWidth: frames[i].sourceSize.w,
realHeight: frames[i].sourceSize.h
}
PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frames[key].spriteSourceSize.x, frames[key].spriteSourceSize.y, frames[key].sourceSize.w, frames[key].sourceSize.h);
}
i++;
@@ -770,16 +763,7 @@ Phaser.AnimationParser = {
{
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
PIXI.TextureCache[uuid].realSize = { x: frameX, y: frameY, w: frameWidth, h: frameHeight };
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim = {
x: frameX,
y: frameY,
realWidth: width,
realHeight: height
}
PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frameX, frameY, width, height);
}
}
@@ -809,7 +793,7 @@ Phaser.AnimationParser = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1887,7 +1895,7 @@ Phaser.Physics.Arcade.prototype.constructor = Phaser.Physics.Arcade;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+65 -876
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+321 -114
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -463,22 +471,24 @@
* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
*
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
*
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
* For Web there is the great Littera: http://kvazars.com/littera/
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
* @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size=32] - The size the font will be rendered in, in pixels.
*/
Phaser.BitmapText = function (game, x, y, text, style) {
Phaser.BitmapText = function (game, x, y, font, text, size) {
x = x || 0;
y = y || 0;
font = font || '';
text = text || '';
style = style || '';
size = size || 32;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
@@ -491,17 +501,6 @@ Phaser.BitmapText = function (game, x, y, text, style) {
*/
this.exists = true;
/**
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
/**
* @property {Phaser.Group} group - The parent Group of this BitmapText.
*/
this.group = null;
/**
* @property {string} name - The user defined name given to this BitmapText.
* @default
@@ -514,62 +513,74 @@ Phaser.BitmapText = function (game, x, y, text, style) {
*/
this.type = Phaser.BITMAPTEXT;
PIXI.BitmapText.call(this, text, style);
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* @property {number} position.x - The x position of this object.
*/
this.position.x = x;
/**
* @property {number} position.y - The y position of this object.
*/
this.position.y = y;
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
*/
this.scale = new Phaser.Point(1, 1);
/**
* @property {object} _cache - A mini cache for storing all of the calculated values.
* @property {string} _text - Internal cache var.
* @private
*/
this._cache = {
this._text = text;
dirty: false,
/**
* @property {string} _font - Internal cache var.
* @private
*/
this._font = font;
// Transform cache
a00: 1,
a01: 0,
a02: x,
a10: 0,
a11: 1,
a12: y,
id: 1,
/**
* @property {number} _fontSize - Internal cache var.
* @private
*/
this._fontSize = size;
// The previous calculated position
x: -1,
y: -1,
/**
* @property {string} _align - Internal cache var.
* @private
*/
this._align = 'left';
// The actual scale values based on the worldTransform
scaleX: 1,
scaleY: 1
/**
* @property {number} _tint - Internal cache var.
* @private
*/
this._tint = 0xFFFFFF;
};
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
PIXI.BitmapText.call(this, text);
this.position.set(x, y);
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* @property {Int16Array} _cache
* @private
*/
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
};
@@ -577,61 +588,153 @@ Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
* Automatically called by World.update
* @method Phaser.BitmapText.prototype.update
* @method setStyle
* @private
*/
Phaser.BitmapText.prototype.setStyle = function() {
this.style = { align: this._align };
this.fontName = this._font;
this.fontSize = this._fontSize;
this.dirty = true;
};
/**
* Automatically called by World.preUpdate.
* @method Phaser.BitmapText.prototype.preUpdate
*/
Phaser.BitmapText.prototype.preUpdate = function () {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
this._cache[3] = this.game.world.currentRenderOrderID++;
}
return true;
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.BitmapText#update
* @memberof Phaser.BitmapText
*/
Phaser.BitmapText.prototype.update = function() {
if (!this.exists)
}
/**
* Automatically called by World.postUpdate.
* @method Phaser.BitmapText.prototype.postUpdate
*/
Phaser.BitmapText.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
{
return;
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
this._cache.dirty = false;
this._cache.x = this.x;
this._cache.y = this.y;
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
this._cache.dirty = true;
}
this.pivot.x = this.anchor.x * this.width;
this.pivot.y = this.anchor.y * this.height;
}
/**
* @method Phaser.Text.prototype.destroy
* @method Phaser.BitmapText.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.group)
if (this.filters)
{
this.group.remove(this);
this.filters = null;
}
if (this.canvas && this.canvas.parentNode)
if (this.parent)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
this.parent.remove(this);
}
this.exists = false;
this.visible = false;
this.group = null;
this.game = null;
if (this.children.length > 0)
{
do
{
this.removeChild(this.children[0]);
}
while (this.children.length > 0);
}
}
/**
* Indicates the rotation of the BitmapText, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* @name Phaser.BitmapText#align
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
get: function() {
return this._align;
},
set: function(value) {
if (value !== this._align)
{
this._align = value;
this.setStyle();
}
}
});
/**
* @name Phaser.BitmapText#tint
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
get: function() {
return this._tint;
},
set: function(value) {
if (value !== this._tint)
{
this._tint = value;
this.dirty = true;
}
}
});
/**
* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.BitmapText#angle
@@ -650,35 +753,139 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
});
/**
* The x coordinate of this object in world space.
* @name Phaser.BitmapText#x
* @property {number} x - The x coordinate of this object in world space.
* @name Phaser.BitmapText#font
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
Object.defineProperty(Phaser.BitmapText.prototype, 'font', {
get: function() {
return this.position.x;
return this._font;
},
set: function(value) {
this.position.x = value;
if (value !== this._font)
{
this._font = value.trim();
this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
}
});
/**
* The y coordinate of this object in world space.
* @name Phaser.BitmapText#y
* @property {number} y - The y coordinate of this object in world space.
* @name Phaser.BitmapText#fontSize
* @property {number} fontSize - The size of the font in pixels.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
get: function() {
return this.position.y;
return this._fontSize;
},
set: function(value) {
this.position.y = value;
value = parseInt(value);
if (value !== this._fontSize)
{
this._fontSize = value;
this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
}
});
/**
* The text string to be displayed by this Text object, taking into account the style settings.
* @name Phaser.BitmapText#text
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
get: function() {
return this._text;
},
set: function(value) {
if (value !== this._text)
{
this._text = value.toString() || ' ';
this.dirty = true;
}
}
});
/**
* By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.BitmapText#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.BitmapText.prototype, "inputEnabled", {
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});
/**
* An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.BitmapText#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this BitmapText to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.BitmapText.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
@@ -703,7 +910,7 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1107,7 +1115,7 @@ Phaser.Button.prototype.setState = function (newState) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+340 -54
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -500,6 +508,12 @@ Phaser.Cache = function (game) {
*/
this._text = {};
/**
* @property {object} _physics - Physics data key-value container.
* @private
*/
this._physics = {};
/**
* @property {object} _tilemaps - Tilemap key-value container.
* @private
@@ -518,6 +532,12 @@ Phaser.Cache = function (game) {
*/
this._bitmapDatas = {};
/**
* @property {object} _bitmapFont - BitmapFont key-value container.
* @private
*/
this._bitmapFont = {};
this.addDefaultImage();
this.addMissingImage();
@@ -528,10 +548,71 @@ Phaser.Cache = function (game) {
};
/**
* @constant
* @type {number}
*/
Phaser.Cache.CANVAS = 1;
/**
* @constant
* @type {number}
*/
Phaser.Cache.IMAGE = 2;
/**
* @constant
* @type {number}
*/
Phaser.Cache.TEXTURE = 3;
/**
* @constant
* @type {number}
*/
Phaser.Cache.SOUND = 4;
/**
* @constant
* @type {number}
*/
Phaser.Cache.TEXT = 5;
/**
* @constant
* @type {number}
*/
Phaser.Cache.PHYSICS = 6;
/**
* @constant
* @type {number}
*/
Phaser.Cache.TILEMAP = 7;
/**
* @constant
* @type {number}
*/
Phaser.Cache.BINARY = 8;
/**
* @constant
* @type {number}
*/
Phaser.Cache.BITMAPDATA = 9;
/**
* @constant
* @type {number}
*/
Phaser.Cache.BITMAPFONT = 10;
Phaser.Cache.prototype = {
/**
* Add a new canvas object in to the cache.
*
* @method Phaser.Cache#addCanvas
* @param {string} key - Asset key for this canvas.
* @param {HTMLCanvasElement} canvas - Canvas DOM element.
@@ -545,6 +626,7 @@ Phaser.Cache.prototype = {
/**
* Add a binary object in to the cache.
*
* @method Phaser.Cache#addBinary
* @param {string} key - Asset key for this binary data.
* @param {object} binaryData - The binary object to be addded to the cache.
@@ -557,6 +639,7 @@ Phaser.Cache.prototype = {
/**
* Add a BitmapData object in to the cache.
*
* @method Phaser.Cache#addBitmapData
* @param {string} key - Asset key for this BitmapData.
* @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.
@@ -585,6 +668,19 @@ Phaser.Cache.prototype = {
},
/**
* Add a Phaser.BitmapFont in to the cache.
*
* @method Phaser.Cache#addBitmapFont
* @param {string} key - The unique key by which you will reference this object.
* @param {Phaser.BitmapFont} texture - The BitmapFont object to be stored. This can be applied to any Image/Sprite as a texture.
*/
addBitmapFont: function (key, texture) {
this._bitmapFont[key] = texture;
},
/**
* Add a new sprite sheet in to the cache.
*
@@ -610,7 +706,7 @@ Phaser.Cache.prototype = {
},
/**
* Add a new tilemap.
* Add a new tilemap to the Cache.
*
* @method Phaser.Cache#addTilemap
* @param {string} key - The unique key by which you will reference this object.
@@ -625,7 +721,7 @@ Phaser.Cache.prototype = {
},
/**
* Add a new texture atlas.
* Add a new texture atlas to the Cache.
*
* @method Phaser.Cache#addTextureAtlas
* @param {string} key - The unique key by which you will reference this object.
@@ -657,23 +753,39 @@ Phaser.Cache.prototype = {
},
/**
* Add a new Bitmap Font.
* Add a new Bitmap Font to the Cache.
*
* @method Phaser.Cache#addBitmapFont
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of this font xml file.
* @param {object} data - Extra font data.
* @param xmlData {object} Texture atlas frames data.
* @param {object} xmlData - Texture atlas frames data.
* @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
* @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.
*/
addBitmapFont: function (key, url, data, xmlData) {
addBitmapFont: function (key, url, data, xmlData, xSpacing, ySpacing) {
this._images[key] = { url: url, data: data, spriteSheet: true };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
Phaser.LoaderParser.bitmapFont(this.game, xmlData, key);
// this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, xmlData, key);
Phaser.LoaderParser.bitmapFont(this.game, xmlData, key, xSpacing, ySpacing);
},
/**
* Add a new physics data object to the Cache.
*
* @method Phaser.Cache#addTilemap
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of the physics json data.
* @param {object} JSONData - The physics data object (a JSON file).
* @param {number} format - The format of the physics data.
*/
addPhysicsData: function (key, url, JSONData, format) {
this._physics[key] = { url: url, data: JSONData, format: format };
},
@@ -681,6 +793,7 @@ Phaser.Cache.prototype = {
* Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default.
*
* @method Phaser.Cache#addDefaultImage
* @protected
*/
addDefaultImage: function () {
@@ -699,6 +812,7 @@ Phaser.Cache.prototype = {
* Adds an image to be used when a key is wrong / missing. Is mapped to the key __missing.
*
* @method Phaser.Cache#addMissingImage
* @protected
*/
addMissingImage: function () {
@@ -723,10 +837,7 @@ Phaser.Cache.prototype = {
*/
addText: function (key, url, data) {
this._text[key] = {
url: url,
data: data
};
this._text[key] = { url: url, data: data };
},
@@ -883,6 +994,64 @@ Phaser.Cache.prototype = {
},
/**
* Get a BitmapFont object from the cache by its key.
*
* @method Phaser.Cache#getBitmapFont
* @param {string} key - Asset key of the BitmapFont object to retrieve from the Cache.
* @return {Phaser.BitmapFont} The requested BitmapFont object if found, or null if not.
*/
getBitmapFont: function (key) {
if (this._bitmapFont[key])
{
return this._bitmapFont[key];
}
else
{
console.warn('Phaser.Cache.getBitmapFont: Invalid key: "' + key + '"');
}
},
/**
* Get a physics data object from the cache by its key. You can get either the entire data set or just a single object from it.
*
* @method Phaser.Cache#getPhysicsData
* @param {string} key - Asset key of the physics data object to retrieve from the Cache.
* @param {string} [object=null] - If specified it will return just the physics object that is part of the given key, if null it will return them all.
* @return {object} The requested physics object data if found.
*/
getPhysicsData: function (key, object) {
if (typeof object === 'undefined' || object === null)
{
// Get 'em all
if (this._physics[key])
{
return this._physics[key].data;
}
else
{
console.warn('Phaser.Cache.getPhysicsData: Invalid key: "' + key + '"');
}
}
else
{
if (this._physics[key] && this._physics[key].data[object])
{
return this._physics[key].data[object][0];
}
else
{
console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: "' + key + ' / ' + object + '"');
}
}
return null;
},
/**
* Checks if an image key exists.
*
@@ -958,6 +1127,23 @@ Phaser.Cache.prototype = {
return null;
},
/**
* Replaces a set of frameData with a new Phaser.FrameData object.
*
* @method Phaser.Cache#updateFrameData
* @param {string} key - The unique key by which you will reference this object.
* @param {number} frameData - The new FrameData.
*/
updateFrameData: function (key, frameData) {
if (this._images[key])
{
this._images[key].spriteSheet = true;
this._images[key].frameData = frameData;
}
},
/**
* Get a single frame out of a frameData set by key.
*
@@ -1174,14 +1360,63 @@ Phaser.Cache.prototype = {
},
/**
* Get the cache keys from a given array of objects.
* Normally you don't call this directly but instead use getImageKeys, getSoundKeys, etc.
* Gets all keys used by the Cache for the given data type.
*
* @method Phaser.Cache#getKeys
* @param {Array} array - An array of items to return the keys for.
* @param {number} [type=Phaser.Cache.IMAGE] - The type of Cache keys you wish to get. Can be Cache.CANVAS, Cache.IMAGE, Cache.SOUND, etc.
* @return {Array} The array of item keys.
*/
getKeys: function (array) {
getKeys: function (type) {
var array = null;
switch (type)
{
case Phaser.Cache.CANVAS:
array = this._canvases;
break;
case Phaser.Cache.IMAGE:
array = this._images;
break;
case Phaser.Cache.TEXTURE:
array = this._textures;
break;
case Phaser.Cache.SOUND:
array = this._sounds;
break;
case Phaser.Cache.TEXT:
array = this._text;
break;
case Phaser.Cache.PHYSICS:
array = this._physics;
break;
case Phaser.Cache.TILEMAP:
array = this._tilemaps;
break;
case Phaser.Cache.BINARY:
array = this._binary;
break;
case Phaser.Cache.BITMAPDATA:
array = this._bitmapDatas;
break;
case Phaser.Cache.BITMAPFONT:
array = this._bitmapFont;
break;
}
if (!array)
{
return;
}
var output = [];
@@ -1197,36 +1432,6 @@ Phaser.Cache.prototype = {
},
/**
* Returns an array containing all of the keys of Images in the Cache.
*
* @method Phaser.Cache#getImageKeys
* @return {Array} The string based keys in the Cache.
*/
getImageKeys: function () {
return this.getKeys(this._images);
},
/**
* Returns an array containing all of the keys of Sounds in the Cache.
*
* @method Phaser.Cache#getSoundKeys
* @return {Array} The string based keys in the Cache.
*/
getSoundKeys: function () {
return this.getKeys(this._sounds);
},
/**
* Returns an array containing all of the keys of Text Files in the Cache.
*
* @method Phaser.Cache#getTextKeys
* @return {Array} The string based keys in the Cache.
*/
getTextKeys: function () {
return this.getKeys(this._text);
},
/**
* Removes a canvas from the cache.
*
@@ -1267,6 +1472,56 @@ Phaser.Cache.prototype = {
delete this._text[key];
},
/**
* Removes a physics data file from the cache.
*
* @method Phaser.Cache#removePhysics
* @param {string} key - Key of the asset you want to remove.
*/
removePhysics: function (key) {
delete this._text[key];
},
/**
* Removes a tilemap from the cache.
*
* @method Phaser.Cache#removeTilemap
* @param {string} key - Key of the asset you want to remove.
*/
removeTilemap: function (key) {
delete this._text[key];
},
/**
* Removes a binary file from the cache.
*
* @method Phaser.Cache#removeBinary
* @param {string} key - Key of the asset you want to remove.
*/
removeBinary: function (key) {
delete this._text[key];
},
/**
* Removes a bitmap data from the cache.
*
* @method Phaser.Cache#removeBitmapData
* @param {string} key - Key of the asset you want to remove.
*/
removeBitmapData: function (key) {
delete this._text[key];
},
/**
* Removes a bitmap font from the cache.
*
* @method Phaser.Cache#removeBitmapFont
* @param {string} key - Key of the asset you want to remove.
*/
removeBitmapFont: function (key) {
delete this._text[key];
},
/**
* Clears the cache. Removes every local cache object reference.
*
@@ -1293,6 +1548,37 @@ Phaser.Cache.prototype = {
{
delete this._text[item['key']];
}
for (var item in this._textures)
{
delete this._textures[item['key']];
}
for (var item in this._physics)
{
delete this._physics[item['key']];
}
for (var item in this._tilemaps)
{
delete this._tilemaps[item['key']];
}
for (var item in this._binary)
{
delete this._binary[item['key']];
}
for (var item in this._bitmapDatas)
{
delete this._bitmapDatas[item['key']];
}
for (var item in this._bitmapFont)
{
delete this._bitmapFont[item['key']];
}
}
};
@@ -1319,7 +1605,7 @@ Phaser.Cache.prototype.constructor = Phaser.Cache;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+30 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -781,6 +789,19 @@ Phaser.Camera.prototype = {
this.view.width = width;
this.view.height = height;
},
/**
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
*
* @method Phaser.Camera#reset
*/
reset: function () {
this.target = null;
this.view.x = 0;
this.view.y = 0;
}
};
@@ -887,7 +908,7 @@ Object.defineProperty(Phaser.Camera.prototype, "height", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -756,7 +764,7 @@ Phaser.Canvas = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+83 -27
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -522,11 +530,14 @@ Phaser.Circle.prototype = {
* @return {Circle} This circle object.
*/
setTo: function (x, y, diameter) {
this.x = x;
this.y = y;
this._diameter = diameter;
this._radius = diameter * 0.5;
return this;
},
/**
@@ -536,7 +547,9 @@ Phaser.Circle.prototype = {
* @return {Circle} This Circle object.
*/
copyFrom: function (source) {
return this.setTo(source.x, source.y, source.diameter);
},
/**
@@ -545,11 +558,14 @@ Phaser.Circle.prototype = {
* @param {any} dest - The object to copy to.
* @return {Object} This dest object.
*/
copyTo: function(dest) {
copyTo: function (dest) {
dest.x = this.x;
dest.y = this.y;
dest.diameter = this._diameter;
return dest;
},
/**
@@ -581,7 +597,7 @@ Phaser.Circle.prototype = {
* @param {Phaser.Circle} out - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
* @return {Phaser.Circle} The cloned Circle object.
*/
clone: function(out) {
clone: function (out) {
if (typeof out === "undefined")
{
@@ -604,7 +620,9 @@ Phaser.Circle.prototype = {
* @return {boolean} True if the coordinates are within this circle, otherwise false.
*/
contains: function (x, y) {
return Phaser.Circle.contains(this, x, y);
},
/**
@@ -616,7 +634,9 @@ Phaser.Circle.prototype = {
* @return {Phaser.Point} The Point object holding the result.
*/
circumferencePoint: function (angle, asDegrees, out) {
return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);
},
/**
@@ -627,9 +647,12 @@ Phaser.Circle.prototype = {
* @return {Circle} This Circle object.
*/
offset: function (dx, dy) {
this.x += dx;
this.y += dy;
return this;
},
/**
@@ -667,7 +690,9 @@ Object.defineProperty(Phaser.Circle.prototype, "diameter", {
},
set: function (value) {
if (value > 0) {
if (value > 0)
{
this._diameter = value;
this._radius = value * 0.5;
}
@@ -687,10 +712,13 @@ Object.defineProperty(Phaser.Circle.prototype, "radius", {
},
set: function (value) {
if (value > 0) {
if (value > 0)
{
this._radius = value;
this._diameter = value * 2;
}
}
});
@@ -707,12 +735,17 @@ Object.defineProperty(Phaser.Circle.prototype, "left", {
},
set: function (value) {
if (value > this.x) {
if (value > this.x)
{
this._radius = 0;
this._diameter = 0;
} else {
}
else
{
this.radius = this.x - value;
}
}
});
@@ -729,12 +762,17 @@ Object.defineProperty(Phaser.Circle.prototype, "right", {
},
set: function (value) {
if (value &lt; this.x) {
if (value &lt; this.x)
{
this._radius = 0;
this._diameter = 0;
} else {
}
else
{
this.radius = value - this.x;
}
}
});
@@ -751,12 +789,17 @@ Object.defineProperty(Phaser.Circle.prototype, "top", {
},
set: function (value) {
if (value > this.y) {
if (value > this.y)
{
this._radius = 0;
this._diameter = 0;
} else {
}
else
{
this.radius = this.y - value;
}
}
});
@@ -774,12 +817,16 @@ Object.defineProperty(Phaser.Circle.prototype, "bottom", {
set: function (value) {
if (value &lt; this.y) {
if (value &lt; this.y)
{
this._radius = 0;
this._diameter = 0;
} else {
}
else
{
this.radius = value - this.y;
}
}
});
@@ -793,11 +840,16 @@ Object.defineProperty(Phaser.Circle.prototype, "bottom", {
Object.defineProperty(Phaser.Circle.prototype, "area", {
get: function () {
if (this._radius > 0) {
if (this._radius > 0)
{
return Math.PI * this._radius * this._radius;
} else {
}
else
{
return 0;
}
}
});
@@ -887,7 +939,8 @@ Phaser.Circle.circumferencePoint = function (a, angle, asDegrees, out) {
if (typeof asDegrees === "undefined") { asDegrees = false; }
if (typeof out === "undefined") { out = new Phaser.Point(); }
if (asDegrees === true) {
if (asDegrees === true)
{
angle = Phaser.Math.radToDeg(angle);
}
@@ -910,18 +963,21 @@ Phaser.Circle.intersectsRectangle = function (c, r) {
var cx = Math.abs(c.x - r.x - r.halfWidth);
var xDist = r.halfWidth + c.radius;
if (cx > xDist) {
if (cx > xDist)
{
return false;
}
var cy = Math.abs(c.y - r.y - r.halfHeight);
var yDist = r.halfHeight + c.radius;
if (cy > yDist) {
if (cy > yDist)
{
return false;
}
if (cx &lt;= r.halfWidth || cy &lt;= r.halfHeight) {
if (cx &lt;= r.halfWidth || cy &lt;= r.halfHeight)
{
return true;
}
@@ -958,7 +1014,7 @@ PIXI.Circle = Phaser.Circle;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -821,7 +829,7 @@ Phaser.Color = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+134 -230
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -665,65 +673,6 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders the corners and point information of the given Sprite.
* @method Phaser.Utils.Debug#renderSpriteCorners
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered.
* @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite.
* @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
*/
renderSpriteCorners: function (sprite, showText, showBounds, color) {
if (this.context == null)
{
return;
}
showText = showText || false;
showBounds = showBounds || false;
color = color || 'rgb(255,255,255)';
this.start(0, 0, color);
if (showBounds)
{
this.context.beginPath();
this.context.strokeStyle = 'rgba(0, 255, 0, 0.7)';
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
this.context.closePath();
this.context.stroke();
}
this.context.beginPath();
this.context.moveTo(sprite.topLeft.x, sprite.topLeft.y);
this.context.lineTo(sprite.topRight.x, sprite.topRight.y);
this.context.lineTo(sprite.bottomRight.x, sprite.bottomRight.y);
this.context.lineTo(sprite.bottomLeft.x, sprite.bottomLeft.y);
this.context.closePath();
this.context.strokeStyle = 'rgba(255, 0, 255, 0.7)';
this.context.stroke();
this.renderPoint(sprite.offset);
this.renderPoint(sprite.center);
this.renderPoint(sprite.topLeft);
this.renderPoint(sprite.topRight);
this.renderPoint(sprite.bottomLeft);
this.renderPoint(sprite.bottomRight);
if (showText)
{
this.currentColor = color;
this.line('x: ' + Math.floor(sprite.topLeft.x) + ' y: ' + Math.floor(sprite.topLeft.y), sprite.topLeft.x, sprite.topLeft.y);
this.line('x: ' + Math.floor(sprite.topRight.x) + ' y: ' + Math.floor(sprite.topRight.y), sprite.topRight.x, sprite.topRight.y);
this.line('x: ' + Math.floor(sprite.bottomLeft.x) + ' y: ' + Math.floor(sprite.bottomLeft.y), sprite.bottomLeft.x, sprite.bottomLeft.y);
this.line('x: ' + Math.floor(sprite.bottomRight.x) + ' y: ' + Math.floor(sprite.bottomRight.y), sprite.bottomRight.x, sprite.bottomRight.y);
}
this.stop();
},
/**
* Render Sound information, including decoded state, duration, volume and more.
* @method Phaser.Utils.Debug#renderSoundInfo
@@ -869,32 +818,6 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Render Sprite Body Physics Data as text.
* @method Phaser.Utils.Debug#renderBodyInfo
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderBodyInfo: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)';
this.start(x, y, color, 210);
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping);
this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
this.stop();
},
/**
* Render debug information about the Input object.
* @method Phaser.Utils.Debug#renderInputInfo
@@ -1074,78 +997,6 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders just the full Sprite bounds.
* @method Phaser.Utils.Debug#renderSpriteBounds
* @param {Phaser.Sprite} sprite - Description.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [fill=false] - If false the bounds outline is rendered, if true the whole rectangle is rendered.
*/
renderSpriteBody: function (sprite, color, fill) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255,0,255)';
if (typeof fill === 'undefined') { fill = false; }
this.start(0, 0, color);
if (fill)
{
this.context.fillStyle = color;
this.context.fillRect(sprite.body.left, sprite.body.top, sprite.body.width, sprite.body.height);
}
else
{
this.context.strokeStyle = color;
this.context.strokeRect(sprite.body.left, sprite.body.top, sprite.body.width, sprite.body.height);
this.context.stroke();
}
this.stop();
},
/**
* Renders just the full Sprite bounds.
* @method Phaser.Utils.Debug#renderSpriteBounds
* @param {Phaser.Sprite} sprite - Description.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [fill=false] - If false the bounds outline is rendered, if true the whole rectangle is rendered.
*/
renderSpriteBounds: function (sprite, color, fill) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255,0,255)';
if (typeof fill === 'undefined') { fill = false; }
this.start(0, 0, color);
if (fill)
{
this.context.fillStyle = color;
this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
}
else
{
this.context.strokeStyle = color;
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
this.context.stroke();
}
this.stop();
},
/**
* Renders a single pixel.
* @method Phaser.Utils.Debug#renderPixel
@@ -1278,9 +1129,35 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Render Sprite Body Physics Data as text.
* @method Phaser.Utils.Debug#renderBodyInfo
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderBodyInfo: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)';
this.start(x, y, color, 210);
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
// this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping);
// this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
// this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
// this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
// this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
// this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
// this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
this.stop();
},
/**
* @method Phaser.Utils.Debug#renderPhysicsBody
* @param {array} body
* @param {Phaser.Body} body - The Phaser.Body instance to render all shapes from.
* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
*/
renderPhysicsBody: function (body, color, context) {
@@ -1292,91 +1169,118 @@ Phaser.Utils.Debug.prototype = {
color = color || 'rgb(255,255,255)';
var x = body.x - this.game.camera.x;
var y = body.y - this.game.camera.y;
this.start(0, 0, color);
if (body.type === Phaser.Physics.Arcade.CIRCLE)
var shapes = body.data.shapes;
var shapeOffsets = body.data.shapeOffsets;
var shapeAngles = body.data.shapeAngles;
var i = shapes.length;
var x = this.game.math.p2px(body.data.position[0]) - this.game.camera.view.x;
var y = this.game.math.p2px(body.data.position[1]) - this.game.camera.view.y;
var angle = body.data.angle;
while (i--)
{
this.start(0, 0, color);
this.context.beginPath();
this.context.strokeStyle = color;
this.context.arc(x, y, body.shape.r, 0, Math.PI * 2, false);
this.context.stroke();
this.context.closePath();
// this.context.strokeStyle = 'rgb(0,0,255)';
// this.context.strokeRect(body.left, body.top, body.width, body.height);
this.stop();
}
else
{
var points = body.polygon.points;
this.start(0, 0, color);
this.context.beginPath();
this.context.moveTo(x + points[0].x, y + points[0].y);
for (var i = 1; i &lt; points.length; i++)
if (shapes[i] instanceof p2.Rectangle)
{
this.context.lineTo(x + points[i].x, y + points[i].y);
this.renderShapeRectangle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
this.context.closePath();
this.context.strokeStyle = color;
this.context.stroke();
this.context.fillStyle = 'rgb(255,0,0)';
this.context.fillRect(x + points[0].x - 2, y + points[0].y - 2, 5, 5);
for (var i = 1; i &lt; points.length; i++)
else if (shapes[i] instanceof p2.Line)
{
this.context.fillStyle = 'rgb(255,' + (i * 40) + ',0)';
this.context.fillRect(x + points[i].x - 2, y + points[i].y - 2, 5, 5);
this.renderShapeLine(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
// else if (shapes[i] instanceof p2.Convex)
else
{
this.renderShapeConvex(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
// this.context.strokeStyle = 'rgb(0,255,255)';
// this.context.strokeRect(body.left, body.top, body.width, body.height);
this.stop();
}
this.stop();
},
/**
* @method Phaser.Utils.Debug#renderPolygon
* @param {array} polygon
* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
* @method Phaser.Utils.Debug#renderShape
* @param {p2.Shape} shape - The shape to render.
* @param {number} x - The x coordinate of the Body to translate to.
* @param {number} y - The y coordinate of the Body to translate to.
* @param {number} angle - The angle of the Body to rotate to.
*/
renderPolygon: function (polygon, color, context) {
if (this.context === null && context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
var points = polygon.points;
var x = polygon.pos.x;
var y = polygon.pos.y;
this.start(0, 0, color);
renderShapeRectangle: function (x, y, bodyAngle, shape, offset, angle) {
var w = this.game.math.p2px(shape.width);
var h = this.game.math.p2px(shape.height);
var points = shape.vertices;
this.context.beginPath();
this.context.moveTo(x + points[0].x, y + points[0].y);
this.context.save();
this.context.translate(x + this.game.math.p2px(offset[0]), y + this.game.math.p2px(offset[1]));
this.context.rotate(bodyAngle + angle);
this.context.moveTo(this.game.math.p2px(points[0][0]), this.game.math.p2px(points[0][1]));
for (var i = 1; i &lt; points.length; i++)
{
this.context.lineTo(x + points[i].x, y + points[i].y);
this.context.lineTo(this.game.math.p2px(points[i][0]), this.game.math.p2px(points[i][1]));
}
this.context.closePath();
this.context.strokeStyle = color;
this.context.stroke();
this.context.restore();
this.stop();
},
/**
* @method Phaser.Utils.Debug#renderShape
* @param {number} x - The x coordinate of the Body to translate to.
* @param {number} y - The y coordinate of the Body to translate to.
* @param {p2.Shape} shape - The shape to render.
* @param {number} offset -
* @param {number} angle -
*/
renderShapeLine: function (x, y, bodyAngle, shape, offset, angle) {
this.context.beginPath();
this.context.save();
this.context.translate(x, y);
this.context.rotate(bodyAngle + angle);
this.context.lineWidth = 0.5;
this.context.moveTo(0, 0);
this.context.lineTo(this.game.math.p2px(shape.length), 0);
this.context.closePath();
this.context.stroke();
this.context.restore();
},
/**
* @method Phaser.Utils.Debug#renderShape
* @param {p2.Shape} shape - The shape to render.
* @param {number} x - The x coordinate of the Body to translate to.
* @param {number} y - The y coordinate of the Body to translate to.
* @param {number} angle - The angle of the Body to rotate to.
*/
renderShapeConvex: function (x, y, bodyAngle, shape, offset, angle) {
var points = shape.vertices;
this.context.beginPath();
this.context.save();
this.context.translate(x + this.game.math.p2px(offset[0]), y + this.game.math.p2px(offset[1]));
this.context.rotate(bodyAngle + angle);
this.context.moveTo(this.game.math.p2px(points[0][0]), this.game.math.p2px(points[0][1]));
for (var i = 1; i &lt; points.length; i++)
{
this.context.lineTo(this.game.math.p2px(points[i][0]), this.game.math.p2px(points[i][1]));
}
this.context.closePath();
this.context.stroke();
this.context.restore();
}
@@ -1404,7 +1308,7 @@ Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+20 -11
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -640,7 +648,7 @@ Phaser.Device = function () {
this.ie = false;
/**
* @property {number} ieVersion - If running in Internet Explorer this will contain the major version number.
* @property {number} ieVersion - If running in Internet Explorer this will contain the major version number. Beyond IE10 you should use Device.trident and Device.tridentVersion.
* @default
*/
this.ieVersion = 0;
@@ -925,11 +933,12 @@ Phaser.Device.prototype = {
{
this.silk = true;
}
else if (/Trident\/(\d+\.\d+);/.test(ua))
else if (/Trident\/(\d+\.\d+); rv:(\d+\.\d+)/.test(ua))
{
this.ie = true;
this.trident = true;
this.tridentVersion = parseInt(RegExp.$1, 10);
this.ieVersion = parseInt(RegExp.$2, 10);
}
// WebApp mode in iOS
@@ -1149,7 +1158,7 @@ Phaser.Device.prototype.constructor = Phaser.Device;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1033,7 +1041,7 @@ Phaser.Easing = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+817
View File
@@ -0,0 +1,817 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: geom/Ellipse.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.Animation.html">Animation</a>
</li>
<li>
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li>
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li>
<a href="Phaser.Button.html">Button</a>
</li>
<li>
<a href="Phaser.Cache.html">Cache</a>
</li>
<li>
<a href="Phaser.Camera.html">Camera</a>
</li>
<li>
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li>
<a href="Phaser.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Color.html">Color</a>
</li>
<li>
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
<li>
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li>
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li>
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li>
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li>
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li>
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li>
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li>
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
<li>
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li>
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li>
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li>
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li>
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li>
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Image.html">Image</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li>
<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.Line.html">Line</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li>
<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li>
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li>
<a href="Phaser.Net.html">Net</a>
</li>
<li>
<a href="Phaser.Particles.html">Particles</a>
</li>
<li>
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li>
<a href="Phaser.Physics.html">Physics</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
<li>
<a href="global.html#hex2rgb">hex2rgb</a>
</li>
<li>
<a href="global.html#hitTest">hitTest</a>
</li>
<li>
<a href="global.html#rgb2hex">rgb2hex</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: geom/Ellipse.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @author Chad Engler &lt;chad@pantherdev.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a Ellipse object. A curve on a plane surrounding two focal points.
* @class Ellipse
* @classdesc Phaser - Ellipse
* @constructor
* @param {number} [x=0] - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} [y=0] - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} [width=0] - The overall width of this ellipse.
* @param {number} [height=0] - The overall height of this ellipse.
* @return {Phaser.Ellipse} This Ellipse object
*/
Phaser.Ellipse = function (x, y, width, height) {
this.type = Phaser.ELLIPSE;
x = x || 0;
y = y || 0;
width = width || 0;
height = height || 0;
/**
* @property {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
*/
this.x = x;
/**
* @property {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
*/
this.y = y;
/**
* @property {number} width - The overall width of this ellipse.
*/
this.width = width;
/**
* @property {number} height - The overall height of this ellipse.
*/
this.height = height;
};
Phaser.Ellipse.prototype = {
/**
* Sets the members of the Ellipse to the specified values.
* @method Phaser.Ellipse#setTo
* @param {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} width - The overall width of this ellipse.
* @param {number} height - The overall height of this ellipse.
* @return {Phaser.Ellipse} This Ellipse object.
*/
setTo: function (x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
return this;
},
/**
* Copies the x, y, width and height properties from any given object to this Ellipse.
* @method Phaser.Ellipse#copyFrom
* @param {any} source - The object to copy from.
* @return {Phaser.Ellipse} This Ellipse object.
*/
copyFrom: function (source) {
return this.setTo(source.x, source.y, source.width, source.height);
},
/**
* Copies the x, y and diameter properties from this Circle to any given object.
* @method Phaser.Ellipse#copyTo
* @param {any} dest - The object to copy to.
* @return {Object} This dest object.
*/
copyTo: function(dest) {
dest.x = this.x;
dest.y = this.y;
dest.width = this.width;
dest.height = this.height;
return dest;
},
/**
* Returns a new Ellipse object with the same values for the x, y, width, and height properties as this Ellipse object.
* @method Phaser.Ellipse#clone
* @param {Phaser.Ellipse} out - Optional Ellipse object. If given the values will be set into the object, otherwise a brand new Ellipse object will be created and returned.
* @return {Phaser.Ellipse} The cloned Ellipse object.
*/
clone: function(out) {
if (typeof out === "undefined")
{
out = new Phaser.Ellipse(this.x, this.y, this.width, this.height);
}
else
{
out.setTo(this.x, this.y, this.width, this.height);
}
return out;
},
/**
* Return true if the given x/y coordinates are within this Ellipse object.
* @method Phaser.Ellipse#contains
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
* @return {boolean} True if the coordinates are within this ellipse, otherwise false.
*/
contains: function (x, y) {
return Phaser.Ellipse.contains(this, x, y);
},
/**
* Returns a string representation of this object.
* @method Phaser.Ellipse#toString
* @return {string} A string representation of the instance.
*/
toString: function () {
return "[{Phaser.Ellipse (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]";
}
};
Phaser.Ellipse.prototype.constructor = Phaser.Ellipse;
/**
* The left coordinate of the Ellipse. The same as the X coordinate.
* @name Phaser.Ellipse#left
* @propety {number} left - Gets or sets the value of the leftmost point of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "left", {
get: function () {
return this.x;
},
set: function (value) {
this.x = value;
}
});
/**
* The x coordinate of the rightmost point of the Ellipse. Changing the right property of an Ellipse object has no effect on the x property, but does adjust the width.
* @name Phaser.Ellipse#right
* @property {number} right - Gets or sets the value of the rightmost point of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "right", {
get: function () {
return this.x + this.width;
},
set: function (value) {
if (value &lt; this.x)
{
this.width = 0;
}
else
{
this.width = this.x + width;
}
}
});
/**
* The top of the Ellipse. The same as its y property.
* @name Phaser.Ellipse#top
* @property {number} top - Gets or sets the top of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "top", {
get: function () {
return this.y;
},
set: function (value) {
this.y = value;
}
});
/**
* The sum of the y and height properties. Changing the bottom property of an Ellipse doesn't adjust the y property, but does change the height.
* @name Phaser.Ellipse#bottom
* @property {number} bottom - Gets or sets the bottom of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "bottom", {
get: function () {
return this.y + this.height;
},
set: function (value) {
if (value &lt; this.y)
{
this.height = 0;
}
else
{
this.height = this.y + value;
}
}
});
/**
* Determines whether or not this Ellipse object is empty. Will return a value of true if the Ellipse objects dimensions are less than or equal to 0; otherwise false.
* If set to true it will reset all of the Ellipse objects properties to 0. An Ellipse object is empty if its width or height is less than or equal to 0.
* @name Phaser.Ellipse#empty
* @property {boolean} empty - Gets or sets the empty state of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "empty", {
get: function () {
return (this.width === 0 || this.height === 0);
},
set: function (value) {
if (value === true)
{
this.setTo(0, 0, 0, 0);
}
}
});
/**
* Return true if the given x/y coordinates are within the Ellipse object.
* @method Phaser.Ellipse.contains
* @param {Phaser.Ellipse} a - The Ellipse to be checked.
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
* @return {boolean} True if the coordinates are within this ellipse, otherwise false.
*/
Phaser.Ellipse.contains = function (a, x, y) {
if (a.width &lt;= 0 || a.height &lt;= 0)
{
return false;
}
// Normalize the coords to an ellipse with center 0,0 and a radius of 0.5
var normx = ((x - a.x) / a.width) - 0.5;
var normy = ((y - a.y) / a.height) - 0.5;
normx *= normx;
normy *= normy;
return (normx + normy &lt; 0.25);
};
/**
* Returns the framing rectangle of the ellipse as a Phaser.Rectangle object.
*
* @method getBounds
* @return {Phaser.Rectangle} The framing rectangle
*/
Phaser.Ellipse.prototype.getBounds = function() {
return new Phaser.Rectangle(this.x, this.y, this.width, this.height);
};
// Because PIXI uses its own Ellipse, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Ellipse = Phaser.Ellipse;
</pre>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
Phaser Copyright © 2012-2014 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1104,7 +1112,7 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -12
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -493,9 +501,6 @@ Phaser.Events = function (sprite) {
this.onAnimationComplete = null;
this.onAnimationLoop = null;
this.onBeginContact = null;
this.onEndContact = null;
};
Phaser.Events.prototype = {
@@ -552,7 +557,7 @@ Phaser.Events.prototype.constructor = Phaser.Events;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+23 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -486,6 +494,12 @@ Phaser.Filter = function (game, uniforms, fragmentSrc) {
*/
this.passes = [this];
/**
* @property {array} shaders - Array an array of shaders.
* @private
*/
this.shaders = [];
/**
* @property {boolean} dirty - Internal PIXI var.
* @default
@@ -629,7 +643,7 @@ Object.defineProperty(Phaser.Filter.prototype, 'height', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -654,7 +662,7 @@ Phaser.Frame.prototype.constructor = Phaser.Frame;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -709,7 +717,7 @@ Object.defineProperty(Phaser.FrameData.prototype, "total", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+42 -42
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -559,13 +567,11 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @default
*/
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @default
*/
this.add = null;
@@ -589,91 +595,81 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
/**
* @property {Phaser.Math} math - Reference to the math helper.
* @default
*/
this.math = null;
/**
* @property {Phaser.Net} net - Reference to the network class.
* @default
*/
this.net = null;
/**
* @property {Phaser.StageScaleMode} scale - The game scale manager.
*/
this.scale = null;
/**
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default
*/
this.sound = null;
/**
* @property {Phaser.Stage} stage - Reference to the stage.
* @default
*/
this.stage = null;
/**
* @property {Phaser.TimeManager} time - Reference to game clock.
* @default
*/
this.time = null;
/**
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default
*/
this.tweens = null;
/**
* @property {Phaser.World} world - Reference to the world.
* @default
*/
this.world = null;
/**
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default
* @property {Phaser.Physics.World} physics - Reference to the physics world.
*/
this.physics = null;
/**
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
* @default
*/
this.rnd = null;
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
* @default
*/
this.device = null;
/**
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
* @default
*/
this.camera = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
* @default
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
*/
this.canvas = null;
/**
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
* @default
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
*/
this.context = null;
/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
* @default
*/
this.debug = null;
/**
* @property {Phaser.Particles} particles - The Particle Manager.
* @default
*/
this.particles = null;
@@ -886,6 +882,7 @@ Phaser.Game.prototype = {
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.scale = new Phaser.StageScaleMode(this, this.width, this.height);
this.setUpRenderer();
@@ -897,7 +894,7 @@ Phaser.Game.prototype = {
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.Arcade(this);
this.physics = new Phaser.Physics.World(this);
this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
@@ -994,9 +991,9 @@ Phaser.Game.prototype = {
this.renderType = Phaser.CANVAS;
}
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
this.canvas = this.renderer.view;
// this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
@@ -1008,13 +1005,16 @@ Phaser.Game.prototype = {
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
this.canvas = this.renderer.view;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias);
// this.canvas = this.renderer.view;
this.context = null;
}
Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
Phaser.Canvas.setTouchAction(this.renderer.view);
// Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
// Phaser.Canvas.setTouchAction(this.renderer.view);
Phaser.Canvas.addToDOM(this.canvas, this.parent, true);
Phaser.Canvas.setTouchAction(this.canvas);
},
@@ -1045,7 +1045,7 @@ Phaser.Game.prototype = {
if (this._paused)
{
this.renderer.render(this.stage._stage);
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
}
@@ -1059,24 +1059,24 @@ Phaser.Game.prototype = {
}
this.plugins.preUpdate();
this.world.preUpdate();
this.stage.preUpdate();
this.stage.update();
this.tweens.update();
this.sound.update();
this.input.update();
this.state.update();
this.world.update();
this.physics.update();
this.particles.update();
this.plugins.update();
this.world.postUpdate();
this.stage.postUpdate();
this.plugins.postUpdate();
}
if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage._stage);
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
@@ -1213,7 +1213,7 @@ 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 Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+79 -24
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -548,11 +556,33 @@ Phaser.GameObjectFactory.prototype = {
* @method Phaser.GameObjectFactory#group
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name) {
group: function (parent, name, addToStage) {
return new Phaser.Group(this.game, parent, name);
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.Group(this.game, parent, name, addToStage);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectFactory#spriteBatch
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
spriteBatch: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
},
@@ -592,19 +622,20 @@ Phaser.GameObjectFactory.prototype = {
* Creates a new TileSprite object.
*
* @method Phaser.GameObjectFactory#tileSprite
* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
tileSprite: function (x, y, width, height, key, group) {
tileSprite: function (x, y, width, height, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key));
return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
},
@@ -686,21 +717,45 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* * Create a new BitmapText object.
* Create a new BitmapFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the BitmapFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple BitmapFont objects.
*
* @method Phaser.GameObjectFactory#bitmapFont
* @param {string} font - The key of the image in the Game.Cache that the BitmapFont will use.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} charsPerRow - The number of characters per row in the font set.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @return {Phaser.BitmapFont} The newly created BitmapFont texture which can be applied to an Image or Sprite.
*/
bitmapFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
return new Phaser.BitmapFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
},
/**
* Create a new BitmapText object.
*
* @method Phaser.GameObjectFactory#bitmapText
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @param {string} font - The key of the BitmapText font as stored in Game.Cache.
* @param {string} [text] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size] - The size the font will be rendered in, in pixels.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
bitmapText: function (x, y, text, style, group) {
bitmapText: function (x, y, font, text, size, group) {
if (typeof group === 'undefined') { group = this.world; }
return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
return group.add(new Phaser.BitmapText(this.game, x, y, font, text, size));
},
@@ -730,8 +785,8 @@ Phaser.GameObjectFactory.prototype = {
*/
renderTexture: function (width, height, key, addToCache) {
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
if (typeof addToCache === 'undefined') { addToCache = false; }
var texture = new Phaser.RenderTexture(this.game, width, height, key);
@@ -814,7 +869,7 @@ Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1048,7 +1056,7 @@ Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -645,7 +653,7 @@ Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+173 -20
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -467,23 +475,124 @@
*/
Phaser.Graphics = function (game, x, y) {
x = x || 0;
y = y || 0;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
* @default
*/
this.exists = true;
/**
* @property {string} name - The user defined name given to this object.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.GRAPHICS;
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
PIXI.Graphics.call(this);
/**
* @property {number} type - The Phaser Object Type.
*/
this.type = Phaser.GRAPHICS;
this.position.set(x, y);
this.position.x = x;
this.position.y = y;
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* @property {Int16Array} _cache
* @private
*/
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
};
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
/**
* Automatically called by World.preUpdate.
* @method Phaser.Graphics.prototype.preUpdate
*/
Phaser.Graphics.prototype.preUpdate = function () {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
this._cache[3] = this.game.world.currentRenderOrderID++;
}
return true;
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Graphics#update
* @memberof Phaser.Graphics
*/
Phaser.Graphics.prototype.update = function() {
}
/**
* Automatically called by World.postUpdate.
* @method Phaser.Graphics.prototype.postUpdate
*/
Phaser.Graphics.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
}
/**
* Destroy this Graphics instance.
*
@@ -498,6 +607,9 @@ Phaser.Graphics.prototype.destroy = function() {
this.parent.remove(this);
}
this.exists = false;
this.visible = false;
this.game = null;
}
@@ -521,13 +633,54 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
}
/**
* Indicates the rotation of the Button in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the rotation property instead. Working in radians is also a little faster as it doesn't have to convert the angle.
*
* @name Phaser.Button#angle
* @property {number} angle - The angle of this Button in degrees.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.Graphics#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
*/
Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Graphics#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
</pre>
</article>
</section>
@@ -549,7 +702,7 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+138 -19
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -458,14 +466,14 @@
/**
* Phaser Group constructor.
* @class Phaser.Group
* @classdesc A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
* @classdesc A Group is a container for display objects that allows for fast pooling and object recycling. Groups can be nested within other Groups and have their own local transforms.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {*} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined or null it will use game.world.
* @param {Phaser.Group|Phaser.Sprite} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined or null it will use game.world.
* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [useStage=false] - Should this Group be added to the World (default, false) or direct to the Stage (true).
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
*/
Phaser.Group = function (game, parent, name, useStage) {
Phaser.Group = function (game, parent, name, addToStage) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
@@ -484,7 +492,7 @@ Phaser.Group = function (game, parent, name, useStage) {
PIXI.DisplayObjectContainer.call(this);
if (typeof useStage === 'undefined')
if (typeof addToStage === 'undefined' || addToStage === false)
{
if (parent)
{
@@ -492,12 +500,12 @@ Phaser.Group = function (game, parent, name, useStage) {
}
else
{
this.game.stage._stage.addChild(this);
this.game.stage.addChild(this);
}
}
else
{
this.game.stage._stage.addChild(this);
this.game.stage.addChild(this);
}
/**
@@ -521,7 +529,6 @@ Phaser.Group = function (game, parent, name, useStage) {
/**
* @property {Phaser.Group|Phaser.Sprite} parent - The parent of this Group.
*/
// this.group = null;
/**
* @property {Phaser.Point} scale - The scale of the Group container.
@@ -541,6 +548,26 @@ Phaser.Group = function (game, parent, name, useStage) {
this._cursorIndex = 0;
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* @property {Int16Array} _cache
* @private
*/
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
};
Phaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
@@ -576,8 +603,6 @@ Phaser.Group.SORT_ASCENDING = -1;
*/
Phaser.Group.SORT_DESCENDING = 1;
// PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
/**
* Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object.
* The child is automatically added to the top of the Group, so renders on-top of everything else within the Group. If you need to control
@@ -1155,6 +1180,69 @@ Phaser.Group.prototype.callAll = function (method, context) {
}
/**
* The core preUpdate - as called by World.
* @method Phaser.Group#preUpdate
* @protected
*/
Phaser.Group.prototype.preUpdate = function () {
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
var i = this.children.length;
while (i--)
{
this.children[i].preUpdate();
}
return true;
}
/**
* The core update - as called by World.
* @method Phaser.Group#update
* @protected
*/
Phaser.Group.prototype.update = function () {
var i = this.children.length;
while (i--)
{
this.children[i].update();
}
}
/**
* The core postUpdate - as called by World.
* @method Phaser.Group#postUpdate
* @protected
*/
Phaser.Group.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.x = this.game.camera.view.x + this.cameraOffset.x;
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
var i = this.children.length;
while (i--)
{
this.children[i].postUpdate();
}
}
/**
* Allows you to call your own function on each member of this Group. You must pass the callback and context in which it will run.
* After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child.
@@ -1589,6 +1677,37 @@ Object.defineProperty(Phaser.Group.prototype, "angle", {
});
/**
* A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Group#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Group to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Group.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
// Documentation stubs
/**
@@ -1642,7 +1761,7 @@ Object.defineProperty(Phaser.Group.prototype, "angle", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+128 -55
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -481,13 +489,13 @@ Phaser.Image = function (game, x, y, key, frame) {
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @property {boolean} exists - If exists = false then the Image isn't updated by the core game loop.
* @default
*/
this.exists = true;
/**
* @property {string} name - The user defined name given to this Sprite.
* @property {string} name - The user defined name given to this Image.
* @default
*/
this.name = '';
@@ -499,16 +507,25 @@ Phaser.Image = function (game, x, y, key, frame) {
this.type = Phaser.IMAGE;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
*/
this.key = key;
/**
* @property {number} _frame - Internal cache var.
* @private
*/
this._frame = 0;
/**
* @property {string} _frameName - Internal cache var.
* @private
*/
this._frameName = '';
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
@@ -518,38 +535,44 @@ Phaser.Image = function (game, x, y, key, frame) {
this.position.set(x, y);
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
* @property {Phaser.Point} world - The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.
*/
this.world = new Phaser.Point(x, y);
/**
* Should this Sprite be automatically culled if out of range of the camera?
* Should this Image be automatically culled if out of range of the camera?
* A culled sprite has its renderable property set to 'false'.
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
*
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
* @property {boolean} autoCull - A flag indicating if the Image should be automatically camera culled or not.
* @default
*/
this.autoCull = false;
/**
* A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera.
* Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.
* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
* @default
*/
this.fixedToCamera = false;
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* @property {array} _cache - A small cache for previous step values. 0 = x, 1 = y, 2 = rotation, 3 = renderID
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* @property {Int16Array} _cache
* @private
*/
this._cache = [0, 0, 0, 0];
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
};
@@ -589,7 +612,17 @@ Phaser.Image.prototype.preUpdate = function() {
return true;
};
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Image#update
* @memberof Phaser.Image
*/
Phaser.Image.prototype.update = function() {
}
/**
* Internal function called by the World postUpdate cycle.
@@ -604,22 +637,23 @@ Phaser.Image.prototype.postUpdate = function() {
this.key.render();
}
if (this.fixedToCamera)
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = this.game.camera.view.x + this.x;
this.position.y = this.game.camera.view.y + this.y;
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
};
}
/**
* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
* Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
*
* @method Phaser.Image#loadTexture
* @memberof Phaser.Image
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
Phaser.Image.prototype.loadTexture = function (key, frame) {
@@ -629,16 +663,19 @@ Phaser.Image.prototype.loadTexture = function (key, frame) {
{
this.key = key.key;
this.setTexture(key);
return;
}
else if (key instanceof Phaser.BitmapData)
{
this.key = key.key;
this.setTexture(key.texture);
return;
}
else if (key instanceof PIXI.Texture)
{
this.key = key;
this.setTexture(key);
return;
}
else
{
@@ -646,11 +683,13 @@ Phaser.Image.prototype.loadTexture = function (key, frame) {
{
this.key = '__default';
this.setTexture(PIXI.TextureCache[this.key]);
return;
}
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
{
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
return;
}
if (this.game.cache.isSpriteSheet(key))
@@ -664,22 +703,25 @@ Phaser.Image.prototype.loadTexture = function (key, frame) {
this._frame = 0;
this._frameName = frame;
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(frame).uuid]);
return;
}
else
{
this._frame = frame;
this._frameName = '';
this.setTexture(PIXI.TextureCache[frameData.getFrame(frame).uuid]);
return;
}
}
else
{
this.key = key;
this.setTexture(PIXI.TextureCache[key]);
return;
}
}
};
}
/**
* Crop allows you to crop the texture used to display this Image.
@@ -726,12 +768,12 @@ Phaser.Image.prototype.crop = function(rect) {
}
}
};
}
/**
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
* A resurrected Sprite has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
* Brings a 'dead' Image back to life, optionally giving it the health value specified.
* A resurrected Image has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.
*
* @method Phaser.Image#revive
* @memberof Phaser.Image
@@ -750,13 +792,13 @@ Phaser.Image.prototype.revive = function() {
return this;
};
}
/**
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
* If you don't need this Sprite any more you should call Sprite.destroy instead.
* Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
* Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
* If you don't need this Image any more you should call Image.destroy instead.
*
* @method Phaser.Image#kill
* @memberof Phaser.Image
@@ -775,10 +817,10 @@ Phaser.Image.prototype.kill = function() {
return this;
};
}
/**
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
* Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Image#destroy
@@ -812,15 +854,15 @@ Phaser.Image.prototype.destroy = function() {
this.game = null;
};
}
/**
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
* Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
*
* @method Phaser.Image#reset
* @memberof Phaser.Image
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {number} x - The x coordinate (in world space) to position the Image at.
* @param {number} y - The y coordinate (in world space) to position the Image at.
* @return {Phaser.Image} This instance.
*/
Phaser.Image.prototype.reset = function(x, y) {
@@ -835,10 +877,10 @@ Phaser.Image.prototype.reset = function(x, y) {
return this;
};
}
/**
* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
* Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
* bought to the top of that Group, not the entire display list.
*
* @method Phaser.Image#bringToTop
@@ -861,12 +903,12 @@ Phaser.Image.prototype.bringToTop = function(child) {
return this;
};
}
/**
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
* If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
*
* @name Phaser.Image#angle
* @property {number} angle - The angle of this Image in degrees.
@@ -1079,6 +1121,37 @@ Object.defineProperty(Phaser.Image.prototype, "inputEnabled", {
}
}
});
/**
* An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Image#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Image to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Image.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
</pre>
</article>
@@ -1101,7 +1174,7 @@ Object.defineProperty(Phaser.Image.prototype, "inputEnabled", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1346,7 +1354,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldY", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+131 -18
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -558,10 +566,22 @@ Phaser.InputHandler = function (sprite) {
this.snapOffsetY = 0;
/**
* @property {number} pixelPerfect - Should we use pixel perfect hit detection? Warning: expensive. Only enable if you really need it!
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
* Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick.
* @property {number} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
* @default
*/
this.pixelPerfect = false;
this.pixelPerfectOver = false;
/**
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
* Warning: This is expensive so only enable if you really need it.
* @property {number} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.
* @default
*/
this.pixelPerfectClick = false;
/**
* @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
@@ -596,11 +616,15 @@ Phaser.InputHandler = function (sprite) {
this.consumePointerEvent = false;
/**
* @property {Phaser.Point} _tempPoint - Description.
* @property {Phaser.Point} _tempPoint - Internal cache var.
* @private
*/
this._tempPoint = new Phaser.Point();
/**
* @property {array} _pointerData - Internal cache var.
* @private
*/
this._pointerData = [];
this._pointerData.push({
@@ -741,10 +765,12 @@ Phaser.InputHandler.prototype = {
this.game.input.interactiveItems.remove(this);
this.stop();
this._pointerData.length = 0;
this.boundsRect = null;
this.boundsSprite = null;
this.sprite = null;
}
},
/**
@@ -935,6 +961,36 @@ Phaser.InputHandler.prototype = {
},
/**
* Checks if the given pointer is over this Sprite and can click it.
* @method Phaser.InputHandler#checkPointerDown
* @param {Phaser.Pointer} pointer
* @return {boolean}
*/
checkPointerDown: function (pointer) {
if (this.enabled === false || this.sprite.visible === false || this.sprite.parent.visible === false)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
if (this.pixelPerfectClick)
{
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
else
{
return true;
}
}
return false;
},
/**
* Checks if the given pointer is over this Sprite.
* @method Phaser.InputHandler#checkPointerOver
@@ -951,7 +1007,7 @@ Phaser.InputHandler.prototype = {
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
if (this.pixelPerfect)
if (this.pixelPerfectOver)
{
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
@@ -971,15 +1027,35 @@ Phaser.InputHandler.prototype = {
* @method Phaser.InputHandler#checkPixel
* @param {number} x - The x coordinate to check.
* @param {number} y - The y coordinate to check.
* @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.
* @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha
*/
checkPixel: function (x, y) {
checkPixel: function (x, y, pointer) {
// Grab a pixel from our image into the hitCanvas and then test it
if (this.sprite.texture.baseTexture.source)
{
this.game.input.hitContext.clearRect(0, 0, 1, 1);
if (x === null && y === null)
{
// Use the pointer parameter
this.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint);
var x = this._tempPoint.x;
var y = this._tempPoint.y;
}
if (this.sprite.anchor.x !== 0)
{
x -= -this.sprite.texture.frame.width * this.sprite.anchor.x;
}
if (this.sprite.anchor.y !== 0)
{
y -= -this.sprite.texture.frame.height * this.sprite.anchor.y;
}
x += this.sprite.texture.frame.x;
y += this.sprite.texture.frame.y;
@@ -1000,10 +1076,17 @@ Phaser.InputHandler.prototype = {
/**
* Update.
* @method Phaser.InputHandler#update
* @protected
* @param {Phaser.Pointer} pointer
*/
update: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
if (this.enabled === false || this.sprite.visible === false || (this.sprite.group && this.sprite.group.visible === false))
{
this._pointerOutHandler(pointer);
@@ -1038,6 +1121,12 @@ Phaser.InputHandler.prototype = {
*/
_pointerOverHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
if (this._pointerData[pointer.id].isOver === false)
{
this._pointerData[pointer.id].isOver = true;
@@ -1053,6 +1142,7 @@ Phaser.InputHandler.prototype = {
this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
}
},
/**
@@ -1063,6 +1153,12 @@ Phaser.InputHandler.prototype = {
*/
_pointerOutHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
this._pointerData[pointer.id].isOver = false;
this._pointerData[pointer.id].isOut = true;
this._pointerData[pointer.id].timeOut = this.game.time.now;
@@ -1087,8 +1183,19 @@ Phaser.InputHandler.prototype = {
*/
_touchedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
if (this._pointerData[pointer.id].isDown === false && this._pointerData[pointer.id].isOver === true)
{
if (this.pixelPerfectClick && !this.checkPixel(null, null, pointer))
{
return;
}
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
@@ -1119,6 +1226,12 @@ Phaser.InputHandler.prototype = {
*/
_releasedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
// If was previously touched by this Pointer, check if still is AND still over this item
if (this._pointerData[pointer.id].isDown && pointer.isUp)
{
@@ -1262,7 +1375,7 @@ Phaser.InputHandler.prototype = {
},
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justPressed
* @param {Phaser.Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just over.
@@ -1278,7 +1391,7 @@ Phaser.InputHandler.prototype = {
},
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justReleased
* @param {Phaser.Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just out.
@@ -1649,7 +1762,7 @@ Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -643,7 +651,7 @@ Phaser.Key.prototype.constructor = Phaser.Key;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -967,7 +975,7 @@ Phaser.Keyboard.NUM_LOCK = 144;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -734,7 +742,7 @@ Phaser.Line.intersects = function (a, b, asSegment, result) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -626,7 +634,7 @@ Phaser.LinkedList.prototype.constructor = Phaser.LinkedList;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+92 -22
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -523,16 +531,17 @@ Phaser.Loader = function (game) {
/**
* You can optionally link a sprite to the preloader.
* If you do so the Sprite's width or height will be cropped based on the percentage loaded.
* @property {Phaser.Sprite} preloadSprite
* If you do so the Sprites width or height will be cropped based on the percentage loaded.
* @property {Phaser.Sprite|Phaser.Image} preloadSprite
* @default
*/
this.preloadSprite = null;
/**
* @property {string} crossOrigin - The crossOrigin value applied to loaded images
* @property {boolean|string} crossOrigin - The crossOrigin value applied to loaded images.
* @default
*/
this.crossOrigin = '';
this.crossOrigin = false;
/**
* If you want to append a URL before the path of any asset you can set this here.
@@ -583,6 +592,12 @@ Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;
*/
Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
/**
* @constant
* @type {number}
*/
Phaser.Loader.PHYSICS_LIME_CORONA = 3;
Phaser.Loader.prototype = {
/**
@@ -611,8 +626,7 @@ Phaser.Loader.prototype = {
this.preloadSprite.crop = new Phaser.Rectangle(0, 0, sprite.width, 1);
}
sprite.crop = this.preloadSprite.crop;
sprite.cropEnabled = true;
sprite.crop(this.preloadSprite.crop);
},
@@ -940,6 +954,49 @@ Phaser.Loader.prototype = {
},
/**
* Add a new physics data object loading request.
* The data must be in Lime + Corona JSON format. Physics Editor by code'n'web exports in this format natively.
*
* @method Phaser.Loader#physics
* @param {string} key - Unique asset key of the physics json data.
* @param {string} [dataURL] - The url of the map data file (csv/json)
* @param {object} [jsonData] - An optional JSON data object. If given then the dataURL is ignored and this JSON object is used for physics data instead.
* @param {string} [format=Phaser.Physics.LIME_CORONA_JSON] - The format of the physics data.
* @return {Phaser.Loader} This Loader instance.
*/
physics: function (key, dataURL, jsonData, format) {
if (typeof dataURL === "undefined") { dataURL = null; }
if (typeof jsonData === "undefined") { jsonData = null; }
if (typeof format === "undefined") { format = Phaser.Physics.LIME_CORONA_JSON; }
if (dataURL == null && jsonData == null)
{
console.warn('Phaser.Loader.physics - Both dataURL and jsonData are null. One must be set.');
return this;
}
// A map data object has been given
if (jsonData)
{
if (typeof jsonData === 'string')
{
jsonData = JSON.parse(jsonData);
}
this.game.cache.addPhysicsData(key, null, jsonData, format);
}
else
{
this.addToFileList('physics', key, dataURL, { format: format });
}
return this;
},
/**
* Add a new bitmap font loading request.
*
@@ -948,17 +1005,21 @@ Phaser.Loader.prototype = {
* @param {string} textureURL - The url of the font image file.
* @param {string} [xmlURL] - The url of the font data file (xml/fnt)
* @param {object} [xmlData] - An optional XML data object.
* @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
* @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.
* @return {Phaser.Loader} This Loader instance.
*/
bitmapFont: function (key, textureURL, xmlURL, xmlData) {
bitmapFont: function (key, textureURL, xmlURL, xmlData, xSpacing, ySpacing) {
if (typeof xmlURL === "undefined") { xmlURL = null; }
if (typeof xmlData === "undefined") { xmlData = null; }
if (typeof xSpacing === "undefined") { xSpacing = 0; }
if (typeof ySpacing === "undefined") { ySpacing = 0; }
// A URL to a json/xml file has been given
if (xmlURL)
{
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: xmlURL });
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: xmlURL, xSpacing: xSpacing, ySpacing: ySpacing });
}
else
{
@@ -991,7 +1052,7 @@ Phaser.Loader.prototype = {
}
else
{
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: null, xmlData: xml });
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: null, xmlData: xml, xSpacing: xSpacing, ySpacing: ySpacing });
}
}
}
@@ -1224,7 +1285,10 @@ Phaser.Loader.prototype = {
file.data.onerror = function () {
return _this.fileError(_this._fileIndex);
};
file.data.crossOrigin = this.crossOrigin;
if (this.crossOrigin)
{
file.data.crossOrigin = this.crossOrigin;
}
file.data.src = this.baseURL + file.url;
break;
@@ -1307,6 +1371,7 @@ Phaser.Loader.prototype = {
case 'text':
case 'script':
case 'physics':
this._xhr.open("GET", this.baseURL + file.url, true);
this._xhr.responseType = "text";
this._xhr.onload = function () {
@@ -1453,7 +1518,7 @@ Phaser.Loader.prototype = {
if (file.xmlURL == null)
{
this.game.cache.addBitmapFont(file.key, file.url, file.data, file.xmlData);
this.game.cache.addBitmapFont(file.key, file.url, file.data, file.xmlData, file.xSpacing, file.ySpacing);
}
else
{
@@ -1509,6 +1574,11 @@ Phaser.Loader.prototype = {
this.game.cache.addText(file.key, file.url, file.data);
break;
case 'physics':
var data = JSON.parse(this._xhr.responseText);
this.game.cache.addPhysicsData(file.key, file.url, data, file.format);
break;
case 'script':
file.data = document.createElement('script');
file.data.language = 'javascript';
@@ -1656,7 +1726,7 @@ Phaser.Loader.prototype = {
if (file.type == 'bitmapfont')
{
this.game.cache.addBitmapFont(file.key, file.url, file.data, xml);
this.game.cache.addBitmapFont(file.key, file.url, file.data, xml, file.xSpacing, file.ySpacing);
}
else if (file.type == 'textureatlas')
{
@@ -1695,7 +1765,7 @@ Phaser.Loader.prototype = {
this.preloadSprite.crop.height = Math.floor((this.preloadSprite.height / 100) * this.progress);
}
this.preloadSprite.sprite.crop = this.preloadSprite.crop;
// this.preloadSprite.sprite.crop = this.preloadSprite.crop;
}
this.onFileComplete.dispatch(this.progress, this._fileList[previousIndex].key, success, this.totalLoadedFiles(), this._fileList.length);
@@ -1783,7 +1853,7 @@ Phaser.Loader.prototype.constructor = Phaser.Loader;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+62 -52
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -461,73 +469,75 @@
* @class Phaser.LoaderParser
*/
Phaser.LoaderParser = {
/**
* Parse frame data from an XML file.
* @method Phaser.LoaderParser.bitmapFont
* @param {object} xml - XML data you want to parse.
* @return {FrameData} Generated FrameData object.
*/
bitmapFont: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('font'))
/**
* Parse a Bitmap Font from an XML file.
* @method Phaser.LoaderParser.bitmapFont
* @param {Phaser.Game} game - A reference to the current game.
* @param {object} xml - XML data you want to parse.
* @param {string} cacheKey - The key of the texture this font uses in the cache.
*/
bitmapFont: function (game, xml, cacheKey, xSpacing, ySpacing) {
if (!xml || /MSIE 9/i.test(navigator.userAgent) || navigator.isCocoonJS)
{
console.warn("Phaser.LoaderParser.bitmapFont: Invalid XML given, missing &lt;font> tag");
return;
if (typeof(window.DOMParser) === 'function')
{
var domparser = new DOMParser();
xml = domparser.parseFromString(this.ajaxRequest.responseText, 'text/xml');
}
else
{
var div = document.createElement('div');
div.innerHTML = this.ajaxRequest.responseText;
xml = div;
}
}
var texture = PIXI.TextureCache[cacheKey];
var data = {};
var info = xml.getElementsByTagName("info")[0];
var common = xml.getElementsByTagName("common")[0];
data.font = info.attributes.getNamedItem("face").nodeValue;
data.size = parseInt(info.attributes.getNamedItem("size").nodeValue, 10);
data.lineHeight = parseInt(common.attributes.getNamedItem("lineHeight").nodeValue, 10);
var info = xml.getElementsByTagName('info')[0];
var common = xml.getElementsByTagName('common')[0];
data.font = info.getAttribute('face');
data.size = parseInt(info.getAttribute('size'), 10);
data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) + ySpacing;
data.chars = {};
//parse letters
var letters = xml.getElementsByTagName("char");
var letters = xml.getElementsByTagName('char');
var texture = PIXI.TextureCache[cacheKey];
for (var i = 0; i &lt; letters.length; i++)
{
var charCode = parseInt(letters[i].attributes.getNamedItem("id").nodeValue, 10);
var charCode = parseInt(letters[i].getAttribute('id'), 10);
var textureRect = {
x: parseInt(letters[i].attributes.getNamedItem("x").nodeValue, 10),
y: parseInt(letters[i].attributes.getNamedItem("y").nodeValue, 10),
width: parseInt(letters[i].attributes.getNamedItem("width").nodeValue, 10),
height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10)
};
// Note: This means you can only have 1 BitmapFont loaded at once!
// Need to replace this with our own handler soon.
PIXI.TextureCache[charCode] = new PIXI.Texture(texture, textureRect);
var textureRect = new PIXI.Rectangle(
parseInt(letters[i].getAttribute('x'), 10),
parseInt(letters[i].getAttribute('y'), 10),
parseInt(letters[i].getAttribute('width'), 10),
parseInt(letters[i].getAttribute('height'), 10)
);
data.chars[charCode] = {
xOffset: parseInt(letters[i].attributes.getNamedItem("xoffset").nodeValue, 10),
yOffset: parseInt(letters[i].attributes.getNamedItem("yoffset").nodeValue, 10),
xAdvance: parseInt(letters[i].attributes.getNamedItem("xadvance").nodeValue, 10),
xOffset: parseInt(letters[i].getAttribute('xoffset'), 10),
yOffset: parseInt(letters[i].getAttribute('yoffset'), 10),
xAdvance: parseInt(letters[i].getAttribute('xadvance'), 10) + xSpacing,
kerning: {},
texture:new PIXI.Texture(texture, textureRect)
texture: PIXI.TextureCache[cacheKey] = new PIXI.Texture(texture, textureRect)
};
}
//parse kernings
var kernings = xml.getElementsByTagName("kerning");
var kernings = xml.getElementsByTagName('kerning');
for (i = 0; i &lt; kernings.length; i++)
{
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
var first = parseInt(kernings[i].getAttribute('first'), 10);
var second = parseInt(kernings[i].getAttribute('second'), 10);
var amount = parseInt(kernings[i].getAttribute('amount'), 10);
data.chars[second].kerning[first] = amount;
}
PIXI.BitmapText.fonts[data.font] = data;
PIXI.BitmapText.fonts[cacheKey] = data;
}
@@ -552,7 +562,7 @@ Phaser.LoaderParser = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+23 -15
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -606,13 +614,13 @@ Phaser.MSPointer.prototype = {
*/
stop: function () {
this.game.stage.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown);
this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
this.game.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown);
this.game.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
this.game.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
this.game.stage.canvas.removeEventListener('pointerDown', this._onMSPointerDown);
this.game.stage.canvas.removeEventListener('pointerMove', this._onMSPointerMove);
this.game.stage.canvas.removeEventListener('pointerUp', this._onMSPointerUp);
this.game.canvas.removeEventListener('pointerDown', this._onMSPointerDown);
this.game.canvas.removeEventListener('pointerMove', this._onMSPointerMove);
this.game.canvas.removeEventListener('pointerUp', this._onMSPointerUp);
}
@@ -640,7 +648,7 @@ Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+51 -10
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -787,7 +795,18 @@ Phaser.Math = {
* @return {number}
*/
angleBetween: function (x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
return Math.atan2(x2 - x1, y2 - y1);
},
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
* @method Phaser.Math#angleBetweenPoints
* @param {Phaser.Point} point1
* @param {Phaser.Point} point2
* @return {number}
*/
angleBetweenPoints: function (point1, point2) {
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
},
/**
@@ -1731,6 +1750,28 @@ Phaser.Math = {
},
/**
* Convert p2 physics value to pixel scale.
*
* @method Phaser.Math#p2px
* @param {number} v - The value to convert.
* @return {number} The scaled value.
*/
p2px: function (v) {
return v *= -20;
},
/**
* Convert pixel value to p2 physics scale.
*
* @method Phaser.Math#px2p
* @param {number} v - The value to convert.
* @return {number} The scaled value.
*/
px2p: function (v) {
return v * -0.05;
},
/**
* Convert degrees to radians.
*
@@ -1789,7 +1830,7 @@ Phaser.Math = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+25 -17
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -596,9 +604,9 @@ Phaser.Mouse.prototype = {
return _this.onMouseUp(event);
};
document.addEventListener('mousedown', this._onMouseDown, true);
document.addEventListener('mousemove', this._onMouseMove, true);
document.addEventListener('mouseup', this._onMouseUp, true);
this.game.canvas.addEventListener('mousedown', this._onMouseDown, true);
this.game.canvas.addEventListener('mousemove', this._onMouseMove, true);
this.game.canvas.addEventListener('mouseup', this._onMouseUp, true);
},
@@ -706,7 +714,7 @@ Phaser.Mouse.prototype = {
if (this.game.device.pointerLock)
{
var element = this.game.stage.canvas;
var element = this.game.canvas;
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
@@ -732,7 +740,7 @@ Phaser.Mouse.prototype = {
*/
pointerLockChange: function (event) {
var element = this.game.stage.canvas;
var element = this.game.canvas;
if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
{
@@ -771,9 +779,9 @@ Phaser.Mouse.prototype = {
*/
stop: function () {
document.removeEventListener('mousedown', this._onMouseDown, true);
document.removeEventListener('mousemove', this._onMouseMove, true);
document.removeEventListener('mouseup', this._onMouseUp, true);
this.game.canvas.removeEventListener('mousedown', this._onMouseDown, true);
this.game.canvas.removeEventListener('mousemove', this._onMouseMove, true);
this.game.canvas.removeEventListener('mouseup', this._onMouseUp, true);
}
@@ -801,7 +809,7 @@ Phaser.Mouse.prototype.constructor = Phaser.Mouse;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -636,7 +644,7 @@ Phaser.Net.prototype.constructor = Phaser.Net;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -551,7 +559,7 @@ Phaser.Particles.prototype.constructor = Phaser.Particles;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+26 -18
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1030,7 +1038,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-380">line 380</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-398">line 398</a>
</li></ul></dd>
@@ -1132,7 +1140,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-367">line 367</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-385">line 385</a>
</li></ul></dd>
@@ -1960,7 +1968,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-333">line 333</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-351">line 351</a>
</li></ul></dd>
@@ -2240,7 +2248,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-413">line 413</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-431">line 431</a>
</li></ul></dd>
@@ -2309,7 +2317,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-288">line 288</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-306">line 306</a>
</li></ul></dd>
@@ -2378,7 +2386,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-305">line 305</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-323">line 323</a>
</li></ul></dd>
@@ -2688,7 +2696,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-174">line 174</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd>
@@ -2826,7 +2834,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-195">line 195</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-201">line 201</a>
</li></ul></dd>
@@ -2895,7 +2903,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-217">line 217</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-223">line 223</a>
</li></ul></dd>
@@ -2946,7 +2954,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:41 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+29 -21
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -790,7 +798,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-370">line 370</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-380">line 380</a>
</li></ul></dd>
@@ -892,7 +900,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-316">line 316</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-326">line 326</a>
</li></ul></dd>
@@ -994,7 +1002,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-399">line 399</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-414">line 414</a>
</li></ul></dd>
@@ -1096,7 +1104,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-329">line 329</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-339">line 339</a>
</li></ul></dd>
@@ -1405,7 +1413,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-350">line 350</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-360">line 360</a>
</li></ul></dd>
@@ -1991,7 +1999,7 @@ Animations added in this way are played back with the play function.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-297">line 297</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-307">line 307</a>
</li></ul></dd>
@@ -2109,7 +2117,7 @@ Animations added in this way are played back with the play function.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-264">line 264</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-269">line 269</a>
</li></ul></dd>
@@ -2384,7 +2392,7 @@ If the requested animation is already playing this request will be ignored. If y
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-176">line 176</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-182">line 182</a>
</li></ul></dd>
@@ -2476,7 +2484,7 @@ If the requested animation is already playing this request will be ignored. If y
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-285">line 285</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-290">line 290</a>
</li></ul></dd>
@@ -2654,7 +2662,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-209">line 209</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-215">line 215</a>
</li></ul></dd>
@@ -2723,7 +2731,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-239">line 239</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-245">line 245</a>
</li></ul></dd>
@@ -2919,7 +2927,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-142">line 142</a>
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-148">line 148</a>
</li></ul></dd>
@@ -2993,7 +3001,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:41 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+19 -11
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -874,7 +882,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="AnimationParser.js.html#sunlight-1-line-172">line 172</a>
<a href="AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="AnimationParser.js.html#sunlight-1-line-165">line 165</a>
</li></ul></dd>
@@ -1440,7 +1448,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="AnimationParser.js.html#sunlight-1-line-250">line 250</a>
<a href="AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="AnimationParser.js.html#sunlight-1-line-235">line 235</a>
</li></ul></dd>
@@ -1514,7 +1522,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:41 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+160 -8763
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+1199 -268
View File
File diff suppressed because it is too large Load Diff
+255 -63
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -981,9 +989,9 @@
<dd>
<div class="description">
<p>Indicates the rotation of the Button in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
<p>Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees use the rotation property instead. Working in radians is also a little faster as it doesn't have to convert the angle.</p>
If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.</p>
</div>
@@ -1035,7 +1043,7 @@ If you wish to work in radians instead of degrees use the rotation property inst
<td class="description last"><p>The angle of this Button in degrees.</p></td>
<td class="description last"><p>The angle of this Image in degrees.</p></td>
</tr>
@@ -1050,6 +1058,11 @@ If you wish to work in radians instead of degrees use the rotation property inst
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Image.html#angle">Phaser.Image#angle</a>
</li></dd>
@@ -1064,7 +1077,7 @@ If you wish to work in radians instead of degrees use the rotation property inst
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Graphics.js.html">gameobjects/Graphics.js</a>, <a href="Graphics.js.html#sunlight-1-line-72">line 72</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-449">line 449</a>
</li></ul></dd>
@@ -1089,7 +1102,7 @@ If you wish to work in radians instead of degrees use the rotation property inst
<dd>
<div class="description">
<p>Should this Sprite be automatically culled if out of range of the camera?
<p>Should this Image be automatically culled if out of range of the camera?
A culled sprite has its renderable property set to 'false'.
Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.</p>
</div>
@@ -1143,7 +1156,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>A flag indicating if the Sprite should be automatically camera culled or not.</p></td>
<td class="description last"><p>A flag indicating if the Image should be automatically camera culled or not.</p></td>
</tr>
@@ -1180,7 +1193,114 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-82">line 82</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-91">line 91</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cameraOffset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Image.html#cameraOffset">Phaser.Image#cameraOffset</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-101">line 101</a>
</li></ul></dd>
@@ -1291,7 +1411,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-439">line 439</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
</li></ul></dd>
@@ -1402,7 +1522,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-456">line 456</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
</li></ul></dd>
@@ -1513,7 +1633,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
</li></ul></dd>
@@ -1586,7 +1706,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.</p></td>
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.</p></td>
</tr>
@@ -1693,7 +1813,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.</p></td>
<td class="description last"><p>If exists = false then the Image isn't updated by the core game loop.</p></td>
</tr>
@@ -1755,8 +1875,9 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dd>
<div class="description">
<p>A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera.
Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.</p>
<p>An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x</p>
</div>
@@ -1808,7 +1929,7 @@ Note that if this Image is a child of a display object that has changed its posi
<td class="description last"><p>Fixes this Sprite to the Camera.</p></td>
<td class="description last"><p>Set to true to fix this Image to the Camera at its current world coordinates.</p></td>
</tr>
@@ -1838,14 +1959,11 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-90">line 90</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-667">line 667</a>
</li></ul></dd>
@@ -2061,7 +2179,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-558">line 558</a>
</li></ul></dd>
@@ -2168,7 +2286,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-553">line 553</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-587">line 587</a>
</li></ul></dd>
@@ -2488,7 +2606,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-541">line 541</a>
</li></ul></dd>
@@ -2598,7 +2716,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-95">line 95</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-96">line 96</a>
</li></ul></dd>
@@ -2710,7 +2828,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-597">line 597</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-631">line 631</a>
</li></ul></dd>
@@ -2821,7 +2939,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
</li></ul></dd>
@@ -2903,7 +3021,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
<td class="description last"><p>This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
@@ -3010,7 +3128,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>The user defined name given to this Sprite.</p></td>
<td class="description last"><p>The user defined name given to this Image.</p></td>
</tr>
@@ -4387,7 +4505,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-582">line 582</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-616">line 616</a>
</li></ul></dd>
@@ -4562,7 +4680,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.</p></td>
<td class="description last"><p>The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.</p></td>
</tr>
@@ -4596,7 +4714,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-72">line 72</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-81">line 81</a>
</li></ul></dd>
@@ -4628,7 +4746,7 @@ activated for this object and it will then start to process click/touch events a
<div class="description">
<p>Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
<p>Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
bought to the top of that Group, not the entire display list.</p>
</div>
@@ -4667,7 +4785,7 @@ bought to the top of that Group, not the entire display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-389">line 389</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-423">line 423</a>
</li></ul></dd>
@@ -4883,7 +5001,7 @@ Cropping takes place from the top-left of the Image and can be modified in real-
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-233">line 233</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-267">line 267</a>
</li></ul></dd>
@@ -4919,7 +5037,7 @@ Cropping takes place from the top-left of the Image and can be modified in real-
<div class="description">
<p>Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
<p>Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to game, freeing it up for garbage collection.</p>
</div>
@@ -4958,7 +5076,7 @@ and nulls its reference to game, freeing it up for garbage collection.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-329">line 329</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-363">line 363</a>
</li></ul></dd>
@@ -4994,10 +5112,10 @@ and nulls its reference to game, freeing it up for garbage collection.</p>
<div class="description">
<p>Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
If you don't need this Sprite any more you should call Sprite.destroy instead.</p>
<p>Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
If you don't need this Image any more you should call Image.destroy instead.</p>
</div>
@@ -5035,7 +5153,7 @@ If you don't need this Sprite any more you should call Sprite.destroy instead.</
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-304">line 304</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-338">line 338</a>
</li></ul></dd>
@@ -5094,7 +5212,7 @@ If you don't need this Sprite any more you should call Sprite.destroy instead.</
<div class="description">
<p>Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
<p>Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.</p>
</div>
@@ -5154,7 +5272,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
<td class="description last"><p>This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
@@ -5180,7 +5298,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
<td class="description last"><p>If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
@@ -5217,7 +5335,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-164">line 164</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-190">line 190</a>
</li></ul></dd>
@@ -5855,7 +5973,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-143">line 143</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-168">line 168</a>
</li></ul></dd>
@@ -5929,7 +6047,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-108">line 108</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-123">line 123</a>
</li></ul></dd>
@@ -5965,7 +6083,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<div class="description">
<p>Resets the Sprite. This places the Sprite at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.</p>
<p>Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.</p>
</div>
@@ -6015,7 +6133,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>The x coordinate (in world space) to position the Sprite at.</p></td>
<td class="description last"><p>The x coordinate (in world space) to position the Image at.</p></td>
</tr>
@@ -6038,7 +6156,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>The y coordinate (in world space) to position the Sprite at.</p></td>
<td class="description last"><p>The y coordinate (in world space) to position the Image at.</p></td>
</tr>
@@ -6075,7 +6193,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-366">line 366</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-400">line 400</a>
</li></ul></dd>
@@ -6134,9 +6252,9 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<div class="description">
<p>Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
A resurrected Sprite has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.</p>
<p>Brings a 'dead' Image back to life, optionally giving it the health value specified.
A resurrected Image has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.</p>
</div>
@@ -6174,7 +6292,7 @@ It will dispatch the onRevived event, you can listen to Sprite.events.onRevived
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-280">line 280</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd>
@@ -7586,6 +7704,80 @@ Call this function with no parameters at all to reset all sounds on this Button.
</dd>
<dt>
<h4 class="name" id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Override and use this function in your own custom objects to handle any update requirements you may have.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Image.html#update">Phaser.Image#update</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-158">line 158</a>
</li></ul></dd>
</dl>
</dd>
</dl>
@@ -7614,7 +7806,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:42 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:18 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+2265 -388
View File
File diff suppressed because it is too large Load Diff
+90 -13
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1560,7 +1568,7 @@ at all then set this to null. The values can be anything and are in World coordi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-402">line 402</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-415">line 415</a>
</li></ul></dd>
@@ -2192,7 +2200,7 @@ Objects outside of this view are not rendered if set to camera cull.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-385">line 385</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-398">line 398</a>
</li></ul></dd>
@@ -2400,7 +2408,7 @@ Objects outside of this view are not rendered if set to camera cull.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-339">line 339</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-352">line 352</a>
</li></ul></dd>
@@ -2506,7 +2514,7 @@ Objects outside of this view are not rendered if set to camera cull.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-362">line 362</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-375">line 375</a>
</li></ul></dd>
@@ -3014,6 +3022,75 @@ Objects outside of this view are not rendered if set to camera cull.</p>
</dd>
<dt>
<h4 class="name" id="reset"><span class="type-signature"></span>reset<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the camera back to 0,0 and un-follows any object it may have been tracking.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-335">line 335</a>
</li></ul></dd>
</dl>
</dd>
@@ -3463,7 +3540,7 @@ without having to use game.camera.x and game.camera.y.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:42 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:18 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -2658,7 +2666,7 @@ patchy on earlier browsers, especially on mobile.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:42 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+39 -31
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -809,7 +817,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-336">line 336</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-375">line 375</a>
</li></ul></dd>
@@ -915,7 +923,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-313">line 313</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-348">line 348</a>
</li></ul></dd>
@@ -1021,7 +1029,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-207">line 207</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-222">line 222</a>
</li></ul></dd>
@@ -1128,7 +1136,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-354">line 354</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-398">line 398</a>
</li></ul></dd>
@@ -1182,7 +1190,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-247">line 247</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-267">line 267</a>
</li></ul></dd>
@@ -1288,7 +1296,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-227">line 227</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-244">line 244</a>
</li></ul></dd>
@@ -1394,7 +1402,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-269">line 269</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-294">line 294</a>
</li></ul></dd>
@@ -1500,7 +1508,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-291">line 291</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-321">line 321</a>
</li></ul></dd>
@@ -1923,7 +1931,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-425">line 425</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-469">line 469</a>
</li></ul></dd>
@@ -2110,7 +2118,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-377">line 377</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-421">line 421</a>
</li></ul></dd>
@@ -2274,7 +2282,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-402">line 402</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-446">line 446</a>
</li></ul></dd>
@@ -2439,7 +2447,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-413">line 413</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-457">line 457</a>
</li></ul></dd>
@@ -2603,7 +2611,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-450">line 450</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-495">line 495</a>
</li></ul></dd>
@@ -2906,7 +2914,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-159">line 159</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-169">line 169</a>
</li></ul></dd>
@@ -3047,7 +3055,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-127">line 127</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-135">line 135</a>
</li></ul></dd>
@@ -3211,7 +3219,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-148">line 148</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-156">line 156</a>
</li></ul></dd>
@@ -3352,7 +3360,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-81">line 81</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-84">line 84</a>
</li></ul></dd>
@@ -3493,7 +3501,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-91">line 91</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-96">line 96</a>
</li></ul></dd>
@@ -3678,7 +3686,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-104">line 104</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-112">line 112</a>
</li></ul></dd>
@@ -3842,7 +3850,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-171">line 171</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-183">line 183</a>
</li></ul></dd>
@@ -3983,7 +3991,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-184">line 184</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-199">line 199</a>
</li></ul></dd>
@@ -4262,7 +4270,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-194">line 194</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-209">line 209</a>
</li></ul></dd>
@@ -4336,7 +4344,7 @@ This method checks the radius distances between the two Circle objects to see if
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:42 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -3645,7 +3653,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:43 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+20 -12
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -2181,7 +2189,7 @@
<td class="description last"><p>If running in Internet Explorer this will contain the major version number.</p></td>
<td class="description last"><p>If running in Internet Explorer this will contain the major version number. Beyond IE10 you should use Device.trident and Device.tridentVersion.</p></td>
</tr>
@@ -5905,7 +5913,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-615">line 615</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-616">line 616</a>
</li></ul></dd>
@@ -5997,7 +6005,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-648">line 648</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-649">line 649</a>
</li></ul></dd>
@@ -6071,7 +6079,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:43 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:43 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:43 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:43 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -715,7 +723,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -997,7 +1005,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:44 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -607,7 +615,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:43 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:19 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
File diff suppressed because it is too large Load Diff
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -621,7 +629,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:45 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+27 -19
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -733,7 +741,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-42">line 42</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-48">line 48</a>
</li></ul></dd>
@@ -835,7 +843,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-64">line 64</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-70">line 70</a>
</li></ul></dd>
@@ -1039,7 +1047,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-145">line 145</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-151">line 151</a>
</li></ul></dd>
@@ -1144,7 +1152,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-48">line 48</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-54">line 54</a>
</li></ul></dd>
@@ -1348,7 +1356,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-53">line 53</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-59">line 59</a>
</li></ul></dd>
@@ -1450,7 +1458,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-129">line 129</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-135">line 135</a>
</li></ul></dd>
@@ -1515,7 +1523,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-115">line 115</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-121">line 121</a>
</li></ul></dd>
@@ -1584,7 +1592,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-70">line 70</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-76">line 76</a>
</li></ul></dd>
@@ -1725,7 +1733,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-78">line 78</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-84">line 84</a>
</li></ul></dd>
@@ -1855,7 +1863,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-91">line 91</a>
<a href="Filter.js.html">core/Filter.js</a>, <a href="Filter.js.html#sunlight-1-line-97">line 97</a>
</li></ul></dd>
@@ -1906,7 +1914,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:45 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -3135,7 +3143,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:45 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1929,7 +1937,7 @@ The frames are returned in the output array, or if none is provided in a new Arr
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:45 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+156 -97
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -941,14 +949,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-119">line 119</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-117">line 117</a>
</li></ul></dd>
@@ -1158,7 +1163,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-125">line 125</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-123">line 123</a>
</li></ul></dd>
@@ -1256,14 +1261,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-203">line 203</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-195">line 195</a>
</li></ul></dd>
@@ -1336,7 +1338,7 @@ providing quick access to common functions and handling the boot process.
<td class="description last"><p>A handy reference to renderer.view.</p></td>
<td class="description last"><p>A handy reference to renderer.view, the canvas that the game is being rendered in to.</p></td>
</tr>
@@ -1361,14 +1363,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-209">line 209</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-200">line 200</a>
</li></ul></dd>
@@ -1543,7 +1542,7 @@ providing quick access to common functions and handling the boot process.
<td class="description last"><p>A handy reference to renderer.context (only set for CANVAS games)</p></td>
<td class="description last"><p>A handy reference to renderer.context (only set for CANVAS games, not WebGL)</p></td>
</tr>
@@ -1568,14 +1567,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-215">line 215</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-205">line 205</a>
</li></ul></dd>
@@ -1673,14 +1669,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-221">line 221</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-210">line 210</a>
</li></ul></dd>
@@ -1778,14 +1771,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-197">line 197</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-190">line 190</a>
</li></ul></dd>
@@ -2097,7 +2087,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-131">line 131</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-129">line 129</a>
</li></ul></dd>
@@ -2412,7 +2402,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-137">line 137</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-135">line 135</a>
</li></ul></dd>
@@ -2510,14 +2500,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-143">line 143</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-140">line 140</a>
</li></ul></dd>
@@ -2615,14 +2602,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-149">line 149</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd>
@@ -2822,14 +2806,11 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-227">line 227</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-215">line 215</a>
</li></ul></dd>
@@ -2936,7 +2917,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-706">line 706</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-698">line 698</a>
</li></ul></dd>
@@ -3041,7 +3022,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-241">line 241</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-229">line 229</a>
</li></ul></dd>
@@ -3104,7 +3085,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<td class="type">
<span class="param-type">Phaser.Physics.PhysicsManager</span>
<span class="param-type">Phaser.Physics.World</span>
@@ -3114,7 +3095,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<td class="description last"><p>Reference to the physics manager.</p></td>
<td class="description last"><p>Reference to the physics world.</p></td>
</tr>
@@ -3139,14 +3120,11 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-185">line 185</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd>
@@ -3244,14 +3222,11 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-113">line 113</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-112">line 112</a>
</li></ul></dd>
@@ -3553,14 +3528,113 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="scale"><span class="type-signature"></span>scale<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>scale</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.StageScaleMode.html">Phaser.StageScaleMode</a></span>
</td>
<td class="description last"><p>The game scale manager.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-191">line 191</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-150">line 150</a>
</li></ul></dd>
@@ -3658,9 +3732,6 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
@@ -3763,14 +3834,11 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-161">line 161</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-160">line 160</a>
</li></ul></dd>
@@ -3977,7 +4045,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-248">line 248</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-236">line 236</a>
</li></ul></dd>
@@ -4082,7 +4150,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-234">line 234</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-222">line 222</a>
</li></ul></dd>
@@ -4180,14 +4248,11 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-167">line 167</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-165">line 165</a>
</li></ul></dd>
@@ -4390,14 +4455,11 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-173">line 173</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-170">line 170</a>
</li></ul></dd>
@@ -4600,14 +4662,11 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-179">line 179</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-175">line 175</a>
</li></ul></dd>
@@ -4672,7 +4731,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-406">line 406</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-394">line 394</a>
</li></ul></dd>
@@ -4741,7 +4800,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-677">line 677</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-669">line 669</a>
</li></ul></dd>
@@ -4810,7 +4869,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-652">line 652</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-644">line 644</a>
</li></ul></dd>
@@ -4880,7 +4939,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-638">line 638</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-630">line 630</a>
</li></ul></dd>
@@ -4949,7 +5008,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-570">line 570</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-562">line 562</a>
</li></ul></dd>
@@ -5018,7 +5077,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-313">line 313</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-301">line 301</a>
</li></ul></dd>
@@ -5087,7 +5146,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-365">line 365</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-353">line 353</a>
</li></ul></dd>
@@ -5156,7 +5215,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-521">line 521</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-510">line 510</a>
</li></ul></dd>
@@ -5225,7 +5284,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-475">line 475</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-464">line 464</a>
</li></ul></dd>
@@ -5295,7 +5354,7 @@ This is extremely useful to hard to track down errors! Use the internal stepCoun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-664">line 664</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-656">line 656</a>
</li></ul></dd>
@@ -5413,7 +5472,7 @@ This is extremely useful to hard to track down errors! Use the internal stepCoun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-584">line 584</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-576">line 576</a>
</li></ul></dd>
@@ -5464,7 +5523,7 @@ This is extremely useful to hard to track down errors! Use the internal stepCoun
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:45 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
File diff suppressed because it is too large Load Diff
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -3396,7 +3404,7 @@ This MUST be called manually before Phaser will start polling the Gamepad API.</
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:45 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -2574,7 +2582,7 @@ If the button is up it holds the duration of the previous down session.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:46 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+959 -11
View File
File diff suppressed because it is too large Load Diff
+494 -66
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -455,7 +463,7 @@
Group
</h2>
<div class="class-description"><p>A Group is a container for display objects that allows for fast pooling, recycling and collision checks.</p></div>
<div class="class-description"><p>A Group is a container for display objects that allows for fast pooling and object recycling. Groups can be nested within other Groups and have their own local transforms.</p></div>
</header>
@@ -466,7 +474,7 @@
<dt>
<h4 class="name" id="Group"><span class="type-signature"></span>new Group<span class="signature">(game, parent, <span class="optional">name</span>, <span class="optional">useStage</span>)</span><span class="type-signature"></span></h4>
<h4 class="name" id="Group"><span class="type-signature"></span>new Group<span class="signature">(game, parent, <span class="optional">name</span>, <span class="optional">addToStage</span>)</span><span class="type-signature"></span></h4>
</dt>
@@ -553,7 +561,10 @@
<td class="type">
<span class="param-type">*</span>
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
@@ -621,7 +632,7 @@
<tr>
<td class="name"><code>useStage</code></td>
<td class="name"><code>addToStage</code></td>
<td class="type">
@@ -653,7 +664,7 @@
</td>
<td class="description last"><p>Should this Group be added to the World (default, false) or direct to the Stage (true).</p></td>
<td class="description last"><p>If set to true this Group will be added directly to the Game.Stage instead of Game.World.</p></td>
</tr>
@@ -771,7 +782,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-114">line 114</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-133">line 133</a>
</li></ul></dd>
@@ -831,7 +842,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-102">line 102</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-121">line 121</a>
</li></ul></dd>
@@ -891,7 +902,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-108">line 108</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-127">line 127</a>
</li></ul></dd>
@@ -951,7 +962,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-120">line 120</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-139">line 139</a>
</li></ul></dd>
@@ -1011,7 +1022,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-126">line 126</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd>
@@ -1218,7 +1229,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1151">line 1151</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1262">line 1262</a>
</li></ul></dd>
@@ -1325,7 +1336,109 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1123">line 1123</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1203">line 1203</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cameraOffset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-95">line 95</a>
</li></ul></dd>
@@ -1432,7 +1545,7 @@ The cursor is set to the first child added to the Group and doesn't change unles
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-89">line 89</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-88">line 88</a>
</li></ul></dd>
@@ -1546,6 +1659,114 @@ The cursor is set to the first child added to the Group and doesn't change unles
</dl>
</dd>
<dt>
<h4 class="name" id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>fixedToCamera</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to fix this Group to the Camera at its current world coordinates.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1221">line 1221</a>
</li></ul></dd>
</dl>
@@ -1741,7 +1962,7 @@ The cursor is set to the first child added to the Group and doesn't change unles
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1108">line 1108</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1188">line 1188</a>
</li></ul></dd>
@@ -1950,7 +2171,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1147">line 1147</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1258">line 1258</a>
</li></ul></dd>
@@ -2052,7 +2273,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-78">line 78</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-77">line 77</a>
</li></ul></dd>
@@ -2154,7 +2375,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1093">line 1093</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1173">line 1173</a>
</li></ul></dd>
@@ -2358,7 +2579,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1149">line 1149</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1260">line 1260</a>
</li></ul></dd>
@@ -2465,7 +2686,7 @@ This will have no impact on the x/y coordinates of its children, but it will upd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1143">line 1143</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1254">line 1254</a>
</li></ul></dd>
@@ -2572,7 +2793,7 @@ This will have no impact on the x/y coordinates of its children, but it will upd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1145">line 1145</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1256">line 1256</a>
</li></ul></dd>
@@ -2688,7 +2909,7 @@ that then see the addAt method.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-130">line 130</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-147">line 147</a>
</li></ul></dd>
@@ -2908,7 +3129,7 @@ Group.addAll('x', 10) will add 10 to the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-507">line 507</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-524">line 524</a>
</li></ul></dd>
@@ -3050,7 +3271,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-162">line 162</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-179">line 179</a>
</li></ul></dd>
@@ -3191,7 +3412,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-327">line 327</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-344">line 344</a>
</li></ul></dd>
@@ -3425,7 +3646,7 @@ After the method parameter and context you can add as many extra parameters as y
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-647">line 647</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-664">line 664</a>
</li></ul></dd>
@@ -3618,7 +3839,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-571">line 571</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-588">line 588</a>
</li></ul></dd>
@@ -3782,7 +4003,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-594">line 594</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-611">line 611</a>
</li></ul></dd>
@@ -3851,7 +4072,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-926">line 926</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1006">line 1006</a>
</li></ul></dd>
@@ -3943,7 +4164,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-914">line 914</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-994">line 994</a>
</li></ul></dd>
@@ -4250,7 +4471,7 @@ Useful if you don't need to create the Sprite instances before-hand.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-205">line 205</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-222">line 222</a>
</li></ul></dd>
@@ -4523,7 +4744,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-243">line 243</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-260">line 260</a>
</li></ul></dd>
@@ -4661,7 +4882,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1054">line 1054</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1134">line 1134</a>
</li></ul></dd>
@@ -4849,7 +5070,7 @@ Group.divideAll('x', 2) will half the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-555">line 555</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-572">line 572</a>
</li></ul></dd>
@@ -5016,7 +5237,7 @@ Note: Currently this will skip any children which are Groups themselves.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-707">line 707</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-787">line 787</a>
</li></ul></dd>
@@ -5159,7 +5380,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-739">line 739</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-819">line 819</a>
</li></ul></dd>
@@ -5302,7 +5523,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-757">line 757</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-837">line 837</a>
</li></ul></dd>
@@ -5445,7 +5666,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-775">line 775</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-855">line 855</a>
</li></ul></dd>
@@ -5563,7 +5784,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-192">line 192</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-209">line 209</a>
</li></ul></dd>
@@ -5656,7 +5877,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-888">line 888</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-968">line 968</a>
</li></ul></dd>
@@ -5749,7 +5970,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-901">line 901</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-981">line 981</a>
</li></ul></dd>
@@ -5890,7 +6111,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-870">line 870</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-950">line 950</a>
</li></ul></dd>
@@ -6031,7 +6252,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-346">line 346</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-363">line 363</a>
</li></ul></dd>
@@ -6195,7 +6416,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-938">line 938</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1018">line 1018</a>
</li></ul></dd>
@@ -6500,7 +6721,7 @@ You can add as many callback parameters as you like, which will all be passed to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-813">line 813</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-893">line 893</a>
</li></ul></dd>
@@ -6711,7 +6932,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-539">line 539</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-556">line 556</a>
</li></ul></dd>
@@ -6780,7 +7001,145 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-265">line 265</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-282">line 282</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="postUpdate"><span class="type-signature">&lt;protected> </span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The core postUpdate - as called by World.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-764">line 764</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="preUpdate"><span class="type-signature">&lt;protected> </span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The core preUpdate - as called by World.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-724">line 724</a>
</li></ul></dd>
@@ -6849,7 +7208,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-289">line 289</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-306">line 306</a>
</li></ul></dd>
@@ -6967,7 +7326,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-960">line 960</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1040">line 1040</a>
</li></ul></dd>
@@ -7060,7 +7419,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-990">line 990</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1070">line 1070</a>
</li></ul></dd>
@@ -7201,7 +7560,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1018">line 1018</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1098">line 1098</a>
</li></ul></dd>
@@ -7342,7 +7701,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-359">line 359</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-376">line 376</a>
</li></ul></dd>
@@ -7664,7 +8023,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-451">line 451</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-468">line 468</a>
</li></ul></dd>
@@ -7951,7 +8310,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-477">line 477</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-494">line 494</a>
</li></ul></dd>
@@ -8194,7 +8553,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-391">line 391</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-408">line 408</a>
</li></ul></dd>
@@ -8372,7 +8731,7 @@ For example to depth sort Sprites for Zelda-style game you might call <code>grou
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-793">line 793</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-873">line 873</a>
</li></ul></dd>
@@ -8560,7 +8919,7 @@ Group.subAll('x', 10) will minus 10 from the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-523">line 523</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-540">line 540</a>
</li></ul></dd>
@@ -8702,7 +9061,76 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-313">line 313</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-330">line 330</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="update"><span class="type-signature">&lt;protected> </span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The core update - as called by World.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-748">line 748</a>
</li></ul></dd>
@@ -8753,7 +9181,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:46 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+239 -62
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -708,9 +716,9 @@ It can still rotate, scale, crop and receive input events. This makes it perfect
<dd>
<div class="description">
<p>Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
<p>Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.</p>
If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.</p>
</div>
@@ -791,7 +799,7 @@ If you wish to work in radians instead of degrees use the property Sprite.rotati
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-415">line 415</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-449">line 449</a>
</li></ul></dd>
@@ -816,7 +824,7 @@ If you wish to work in radians instead of degrees use the property Sprite.rotati
<dd>
<div class="description">
<p>Should this Sprite be automatically culled if out of range of the camera?
<p>Should this Image be automatically culled if out of range of the camera?
A culled sprite has its renderable property set to 'false'.
Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.</p>
</div>
@@ -870,7 +878,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>A flag indicating if the Sprite should be automatically camera culled or not.</p></td>
<td class="description last"><p>A flag indicating if the Image should be automatically camera culled or not.</p></td>
</tr>
@@ -902,7 +910,109 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-82">line 82</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-91">line 91</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cameraOffset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-101">line 101</a>
</li></ul></dd>
@@ -1008,7 +1118,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-439">line 439</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
</li></ul></dd>
@@ -1114,7 +1224,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-456">line 456</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
</li></ul></dd>
@@ -1220,7 +1330,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
</li></ul></dd>
@@ -1293,7 +1403,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.</p></td>
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.</p></td>
</tr>
@@ -1395,7 +1505,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.</p></td>
<td class="description last"><p>If exists = false then the Image isn't updated by the core game loop.</p></td>
</tr>
@@ -1452,8 +1562,9 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dd>
<div class="description">
<p>A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera.
Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.</p>
<p>An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x</p>
</div>
@@ -1505,7 +1616,7 @@ Note that if this Image is a child of a display object that has changed its posi
<td class="description last"><p>Fixes this Sprite to the Camera.</p></td>
<td class="description last"><p>Set to true to fix this Image to the Camera at its current world coordinates.</p></td>
</tr>
@@ -1530,14 +1641,11 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-90">line 90</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-667">line 667</a>
</li></ul></dd>
@@ -1639,7 +1747,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-558">line 558</a>
</li></ul></dd>
@@ -1741,7 +1849,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-553">line 553</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-587">line 587</a>
</li></ul></dd>
@@ -1949,7 +2057,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-541">line 541</a>
</li></ul></dd>
@@ -2054,7 +2162,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-95">line 95</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-96">line 96</a>
</li></ul></dd>
@@ -2161,7 +2269,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-597">line 597</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-631">line 631</a>
</li></ul></dd>
@@ -2267,7 +2375,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
</li></ul></dd>
@@ -2349,7 +2457,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
<td class="description last"><p>This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
@@ -2451,7 +2559,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>The user defined name given to this Sprite.</p></td>
<td class="description last"><p>The user defined name given to this Image.</p></td>
</tr>
@@ -2582,7 +2690,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-582">line 582</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-616">line 616</a>
</li></ul></dd>
@@ -2757,7 +2865,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.</p></td>
<td class="description last"><p>The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.</p></td>
</tr>
@@ -2786,7 +2894,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-72">line 72</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-81">line 81</a>
</li></ul></dd>
@@ -2818,7 +2926,7 @@ activated for this object and it will then start to process click/touch events a
<div class="description">
<p>Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
<p>Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
bought to the top of that Group, not the entire display list.</p>
</div>
@@ -2852,7 +2960,7 @@ bought to the top of that Group, not the entire display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-389">line 389</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-423">line 423</a>
</li></ul></dd>
@@ -2994,7 +3102,7 @@ Cropping takes place from the top-left of the Image and can be modified in real-
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-233">line 233</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-267">line 267</a>
</li></ul></dd>
@@ -3030,7 +3138,7 @@ Cropping takes place from the top-left of the Image and can be modified in real-
<div class="description">
<p>Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
<p>Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to game, freeing it up for garbage collection.</p>
</div>
@@ -3064,7 +3172,7 @@ and nulls its reference to game, freeing it up for garbage collection.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-329">line 329</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-363">line 363</a>
</li></ul></dd>
@@ -3100,10 +3208,10 @@ and nulls its reference to game, freeing it up for garbage collection.</p>
<div class="description">
<p>Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
If you don't need this Sprite any more you should call Sprite.destroy instead.</p>
<p>Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
If you don't need this Image any more you should call Image.destroy instead.</p>
</div>
@@ -3136,7 +3244,7 @@ If you don't need this Sprite any more you should call Sprite.destroy instead.</
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-304">line 304</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-338">line 338</a>
</li></ul></dd>
@@ -3195,7 +3303,7 @@ If you don't need this Sprite any more you should call Sprite.destroy instead.</
<div class="description">
<p>Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
<p>Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.</p>
</div>
@@ -3255,7 +3363,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
<td class="description last"><p>This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
@@ -3281,7 +3389,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
<td class="description last"><p>If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
@@ -3313,7 +3421,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-164">line 164</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-190">line 190</a>
</li></ul></dd>
@@ -3382,7 +3490,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-143">line 143</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-168">line 168</a>
</li></ul></dd>
@@ -3451,7 +3559,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-108">line 108</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-123">line 123</a>
</li></ul></dd>
@@ -3487,7 +3595,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<div class="description">
<p>Resets the Sprite. This places the Sprite at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.</p>
<p>Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.</p>
</div>
@@ -3537,7 +3645,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>The x coordinate (in world space) to position the Sprite at.</p></td>
<td class="description last"><p>The x coordinate (in world space) to position the Image at.</p></td>
</tr>
@@ -3560,7 +3668,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>The y coordinate (in world space) to position the Sprite at.</p></td>
<td class="description last"><p>The y coordinate (in world space) to position the Image at.</p></td>
</tr>
@@ -3592,7 +3700,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-366">line 366</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-400">line 400</a>
</li></ul></dd>
@@ -3651,9 +3759,9 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<div class="description">
<p>Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
A resurrected Sprite has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.</p>
<p>Brings a 'dead' Image back to life, optionally giving it the health value specified.
A resurrected Image has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.</p>
</div>
@@ -3686,7 +3794,7 @@ It will dispatch the onRevived event, you can listen to Sprite.events.onRevived
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-280">line 280</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd>
@@ -3732,6 +3840,75 @@ It will dispatch the onRevived event, you can listen to Sprite.events.onRevived
</dd>
<dt>
<h4 class="name" id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Override and use this function in your own custom objects to handle any update requirements you may have.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-158">line 158</a>
</li></ul></dd>
</dl>
</dd>
</dl>
@@ -3760,7 +3937,7 @@ It will dispatch the onRevived event, you can listen to Sprite.events.onRevived
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:46 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -7685,7 +7693,7 @@ to only use if you've limited input to a single pointer (i.e. mouse or touch)</p
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:46 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
File diff suppressed because it is too large Load Diff
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -2564,7 +2572,7 @@ If the key is up it holds the duration of the previous down session.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:47 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -2991,7 +2999,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:47 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -3087,7 +3095,7 @@ Returns the intersection segment of AB and EF as a Point, or null if there is no
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:47 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1483,7 +1491,7 @@ The function must exist on the member.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:47 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+494 -50
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -602,6 +610,66 @@ It uses a combination of Image() loading and xhr and provides progress and compl
<dl>
<dt>
<h4 class="name" id="PHYSICS_LIME_CORONA"><span class="type-signature">&lt;static, constant> </span>PHYSICS_LIME_CORONA<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">number</span>
</li>
</ul>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-140">line 140</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="TEXTURE_ATLAS_JSON_ARRAY"><span class="type-signature">&lt;static, constant> </span>TEXTURE_ATLAS_JSON_ARRAY<span class="type-signature"> :number</span></h4>
@@ -645,7 +713,7 @@ It uses a combination of Image() loading and xhr and provides progress and compl
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-121">line 121</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-122">line 122</a>
</li></ul></dd>
@@ -705,7 +773,7 @@ It uses a combination of Image() loading and xhr and provides progress and compl
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-127">line 127</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-128">line 128</a>
</li></ul></dd>
@@ -765,7 +833,7 @@ It uses a combination of Image() loading and xhr and provides progress and compl
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-133">line 133</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-134">line 134</a>
</li></ul></dd>
@@ -873,7 +941,7 @@ MUST have / on the end of it!</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-93">line 93</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-94">line 94</a>
</li></ul></dd>
@@ -936,6 +1004,9 @@ MUST have / on the end of it!</p>
<td class="type">
<span class="param-type">boolean</span>
|
<span class="param-type">string</span>
@@ -946,7 +1017,7 @@ MUST have / on the end of it!</p>
<td class="description last"><p>The crossOrigin value applied to loaded images</p></td>
<td class="description last"><p>The crossOrigin value applied to loaded images.</p></td>
</tr>
@@ -971,11 +1042,14 @@ MUST have / on the end of it!</p>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-84">line 84</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-85">line 85</a>
</li></ul></dd>
@@ -1389,7 +1463,7 @@ MUST have / on the end of it!</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-98">line 98</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-99">line 99</a>
</li></ul></dd>
@@ -1491,7 +1565,7 @@ MUST have / on the end of it!</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-103">line 103</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-104">line 104</a>
</li></ul></dd>
@@ -1593,7 +1667,7 @@ MUST have / on the end of it!</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-113">line 113</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-114">line 114</a>
</li></ul></dd>
@@ -1695,7 +1769,7 @@ MUST have / on the end of it!</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-108">line 108</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-109">line 109</a>
</li></ul></dd>
@@ -1721,7 +1795,7 @@ MUST have / on the end of it!</p>
<div class="description">
<p>You can optionally link a sprite to the preloader.
If you do so the Sprite's width or height will be cropped based on the percentage loaded.</p>
If you do so the Sprites width or height will be cropped based on the percentage loaded.</p>
</div>
@@ -1764,6 +1838,9 @@ If you do so the Sprite's width or height will be cropped based on the percentag
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
@@ -2198,7 +2275,7 @@ If you do so the Sprite's width or height will be cropped based on the percentag
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-232">line 232</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-238">line 238</a>
</li></ul></dd>
@@ -2456,7 +2533,7 @@ If you do so the Sprite's width or height will be cropped based on the percentag
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-600">line 600</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-653">line 653</a>
</li></ul></dd>
@@ -2704,7 +2781,7 @@ If you do so the Sprite's width or height will be cropped based on the percentag
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-552">line 552</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-605">line 605</a>
</li></ul></dd>
@@ -2952,7 +3029,7 @@ If you do so the Sprite's width or height will be cropped based on the percentag
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-568">line 568</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-621">line 621</a>
</li></ul></dd>
@@ -3200,7 +3277,7 @@ If you do so the Sprite's width or height will be cropped based on the percentag
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-584">line 584</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-637">line 637</a>
</li></ul></dd>
@@ -3390,7 +3467,7 @@ If you do so the Sprite's width or height will be cropped based on the percentag
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-420">line 420</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-426">line 426</a>
</li></ul></dd>
@@ -3640,7 +3717,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-372">line 372</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-378">line 378</a>
</li></ul></dd>
@@ -3691,7 +3768,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt>
<h4 class="name" id="bitmapFont"><span class="type-signature"></span>bitmapFont<span class="signature">(key, textureURL, <span class="optional">xmlURL</span>, <span class="optional">xmlData</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Loader.html">Phaser.Loader</a>}</span></h4>
<h4 class="name" id="bitmapFont"><span class="type-signature"></span>bitmapFont<span class="signature">(key, textureURL, <span class="optional">xmlURL</span>, <span class="optional">xmlData</span>, <span class="optional">xSpacing</span>, <span class="optional">ySpacing</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Loader.html">Phaser.Loader</a>}</span></h4>
</dt>
@@ -3725,6 +3802,8 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<th>Default</th>
<th class="last">Description</th>
</tr>
@@ -3758,6 +3837,10 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<td class="default">
</td>
<td class="description last"><p>Unique asset key of the bitmap font.</p></td>
</tr>
@@ -3789,6 +3872,10 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<td class="default">
</td>
<td class="description last"><p>The url of the font image file.</p></td>
</tr>
@@ -3822,6 +3909,10 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<td class="default">
</td>
<td class="description last"><p>The url of the font data file (xml/fnt)</p></td>
</tr>
@@ -3855,11 +3946,93 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<td class="default">
</td>
<td class="description last"><p>An optional XML data object.</p></td>
</tr>
<tr>
<td class="name"><code>xSpacing</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>If you'd like to add additional horizontal spacing between the characters then set the pixel value here.</p></td>
</tr>
<tr>
<td class="name"><code>ySpacing</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>If you'd like to add additional vertical spacing between the lines then set the pixel value here.</p></td>
</tr>
</tbody>
</table>
@@ -3888,7 +4061,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-492">line 492</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-541">line 541</a>
</li></ul></dd>
@@ -4052,7 +4225,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-168">line 168</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-174">line 174</a>
</li></ul></dd>
@@ -4193,7 +4366,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1124">line 1124</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1186">line 1186</a>
</li></ul></dd>
@@ -4311,7 +4484,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1149">line 1149</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1211">line 1211</a>
</li></ul></dd>
@@ -4429,7 +4602,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-932">line 932</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-989">line 989</a>
</li></ul></dd>
@@ -4547,7 +4720,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-913">line 913</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-970">line 970</a>
</li></ul></dd>
@@ -4688,7 +4861,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-193">line 193</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-199">line 199</a>
</li></ul></dd>
@@ -4919,7 +5092,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-304">line 304</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-310">line 310</a>
</li></ul></dd>
@@ -5060,7 +5233,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1092">line 1092</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1154">line 1154</a>
</li></ul></dd>
@@ -5083,6 +5256,277 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
</dd>
<dt>
<h4 class="name" id="physics"><span class="type-signature"></span>physics<span class="signature">(key, <span class="optional">dataURL</span>, <span class="optional">jsonData</span>, <span class="optional">format</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Loader.html">Phaser.Loader</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Add a new physics data object loading request.
The data must be in Lime + Corona JSON format. Physics Editor by code'n'web exports in this format natively.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>Unique asset key of the physics json data.</p></td>
</tr>
<tr>
<td class="name"><code>dataURL</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The url of the map data file (csv/json)</p></td>
</tr>
<tr>
<td class="name"><code>jsonData</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>An optional JSON data object. If given then the dataURL is ignored and this JSON object is used for physics data instead.</p></td>
</tr>
<tr>
<td class="name"><code>format</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
Phaser.Physics.LIME_CORONA_JSON
</td>
<td class="description last"><p>The format of the physics data.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-498">line 498</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>This Loader instance.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.Loader.html">Phaser.Loader</a></span>
</dd>
</dl>
</dd>
@@ -5129,7 +5573,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-698">line 698</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-751">line 751</a>
</li></ul></dd>
@@ -5270,7 +5714,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-680">line 680</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-733">line 733</a>
</li></ul></dd>
@@ -5457,7 +5901,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-268">line 268</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-274">line 274</a>
</li></ul></dd>
@@ -5526,7 +5970,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-218">line 218</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-224">line 224</a>
</li></ul></dd>
@@ -5667,7 +6111,7 @@ WARNING: If you specify a callback, the file data will be set to whatever your c
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-356">line 356</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-362">line 362</a>
</li></ul></dd>
@@ -5865,7 +6309,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-137">line 137</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-144">line 144</a>
</li></ul></dd>
@@ -6221,7 +6665,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-395">line 395</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-401">line 401</a>
</li></ul></dd>
@@ -6313,7 +6757,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-709">line 709</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-762">line 762</a>
</li></ul></dd>
@@ -6521,7 +6965,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-330">line 330</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-336">line 336</a>
</li></ul></dd>
@@ -6791,7 +7235,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-439">line 439</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-445">line 445</a>
</li></ul></dd>
@@ -6883,7 +7327,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1274">line 1274</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1336">line 1336</a>
</li></ul></dd>
@@ -6975,7 +7419,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1295">line 1295</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1357">line 1357</a>
</li></ul></dd>
@@ -7116,7 +7560,7 @@ This allows you to easily make loading bars for games.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1168">line 1168</a>
<a href="Loader.js.html">loader/Loader.js</a>, <a href="Loader.js.html#sunlight-1-line-1230">line 1230</a>
</li></ul></dd>
@@ -7167,7 +7611,7 @@ This allows you to easily make loading bars for games.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:47 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+65 -34
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -551,7 +559,7 @@
<dl>
<dt>
<h4 class="name" id="bitmapFont"><span class="type-signature">&lt;static> </span>bitmapFont<span class="signature">(xml)</span><span class="type-signature"> &rarr; {FrameData}</span></h4>
<h4 class="name" id="bitmapFont"><span class="type-signature">&lt;static> </span>bitmapFont<span class="signature">(game, xml, cacheKey)</span><span class="type-signature"></span></h4>
</dt>
@@ -559,7 +567,7 @@
<div class="description">
<p>Parse frame data from an XML file.</p>
<p>Parse a Bitmap Font from an XML file.</p>
</div>
@@ -591,6 +599,29 @@
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the current game.</p></td>
</tr>
<tr>
<td class="name"><code>xml</code></td>
@@ -613,6 +644,29 @@
</tr>
<tr>
<td class="name"><code>cacheKey</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The key of the texture this font uses in the cache.</p></td>
</tr>
</tbody>
</table>
@@ -662,29 +716,6 @@
<h5>Returns:</h5>
<div class="param-desc">
<p>Generated FrameData object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">FrameData</span>
</dd>
</dl>
</dd>
@@ -715,7 +746,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:47 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1433,7 +1441,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+506 -56
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -731,6 +739,166 @@
<h5>Returns:</h5>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="angleBetweenPoints"><span class="type-signature"></span>angleBetweenPoints<span class="signature">(point1, point2)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Find the angle of a segment from (point1.x, point1.y) -&gt; (point2.x, point2.y).</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>point1</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"></td>
</tr>
<tr>
<td class="name"><code>point2</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-342">line 342</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
@@ -893,7 +1061,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-795">line 795</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-806">line 806</a>
</li></ul></dd>
@@ -1145,7 +1313,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-922">line 922</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-933">line 933</a>
</li></ul></dd>
@@ -1305,7 +1473,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-849">line 849</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-860">line 860</a>
</li></ul></dd>
@@ -1534,7 +1702,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-932">line 932</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-943">line 943</a>
</li></ul></dd>
@@ -1694,7 +1862,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-870">line 870</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-881">line 881</a>
</li></ul></dd>
@@ -1831,7 +1999,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1009">line 1009</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1020">line 1020</a>
</li></ul></dd>
@@ -2155,7 +2323,7 @@ of getting a bonus, call chanceRoll(30) - true means the chance passed, false me
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-445">line 445</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-456">line 456</a>
</li></ul></dd>
@@ -2343,7 +2511,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1152">line 1152</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1163">line 1163</a>
</li></ul></dd>
@@ -2503,7 +2671,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1168">line 1168</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1179">line 1179</a>
</li></ul></dd>
@@ -2591,7 +2759,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1283">line 1283</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1316">line 1316</a>
</li></ul></dd>
@@ -2747,7 +2915,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-950">line 950</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-961">line 961</a>
</li></ul></dd>
@@ -2953,7 +3121,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1098">line 1098</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1109">line 1109</a>
</li></ul></dd>
@@ -3254,7 +3422,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1117">line 1117</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1128">line 1128</a>
</li></ul></dd>
@@ -3464,7 +3632,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1136">line 1136</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1147">line 1147</a>
</li></ul></dd>
@@ -3605,7 +3773,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-994">line 994</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1005">line 1005</a>
</li></ul></dd>
@@ -4853,7 +5021,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-960">line 960</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-971">line 971</a>
</li></ul></dd>
@@ -5086,7 +5254,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-423">line 423</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-434">line 434</a>
</li></ul></dd>
@@ -5406,7 +5574,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-621">line 621</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-632">line 632</a>
</li></ul></dd>
@@ -5547,7 +5715,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-608">line 608</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-619">line 619</a>
</li></ul></dd>
@@ -5734,7 +5902,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-910">line 910</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-921">line 921</a>
</li></ul></dd>
@@ -5894,7 +6062,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-822">line 822</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-833">line 833</a>
</li></ul></dd>
@@ -6146,7 +6314,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1197">line 1197</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1208">line 1208</a>
</li></ul></dd>
@@ -6235,7 +6403,7 @@ See <a href="http://jsperf.com/math-s-min-max-vs-homemade/5">http://jsperf.com/m
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-641">line 641</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-652">line 652</a>
</li></ul></dd>
@@ -6327,7 +6495,7 @@ See <a href="http://jsperf.com/math-s-min-max-vs-homemade/5">http://jsperf.com/m
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-692">line 692</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-703">line 703</a>
</li></ul></dd>
@@ -6514,7 +6682,7 @@ See <a href="http://jsperf.com/math-s-min-max-vs-homemade/5">http://jsperf.com/m
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-502">line 502</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-513">line 513</a>
</li></ul></dd>
@@ -6603,7 +6771,7 @@ It will find the largest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-751">line 751</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-762">line 762</a>
</li></ul></dd>
@@ -6696,7 +6864,7 @@ See <a href="http://jsperf.com/math-s-min-max-vs-homemade/5">http://jsperf.com/m
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-662">line 662</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-673">line 673</a>
</li></ul></dd>
@@ -6789,7 +6957,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-721">line 721</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-732">line 732</a>
</li></ul></dd>
@@ -6976,7 +7144,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-524">line 524</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-535">line 535</a>
</li></ul></dd>
@@ -7163,7 +7331,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-393">line 393</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-404">line 404</a>
</li></ul></dd>
@@ -7300,7 +7468,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-352">line 352</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-363">line 363</a>
</li></ul></dd>
@@ -7441,7 +7609,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-365">line 365</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-376">line 376</a>
</li></ul></dd>
@@ -7582,7 +7750,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-375">line 375</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-386">line 386</a>
</li></ul></dd>
@@ -7746,7 +7914,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-481">line 481</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-492">line 492</a>
</li></ul></dd>
@@ -7792,6 +7960,147 @@ It will find the lowest matching property value from the given objects.</p>
</dd>
<dt>
<h4 class="name" id="p2px"><span class="type-signature"></span>p2px<span class="signature">(v)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Convert p2 physics value to pixel scale.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>v</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to convert.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1294">line 1294</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The scaled value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
@@ -7861,6 +8170,147 @@ It will find the lowest matching property value from the given objects.</p>
</dd>
<dt>
<h4 class="name" id="px2p"><span class="type-signature"></span>px2p<span class="signature">(v)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Convert pixel value to p2 physics scale.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>v</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to convert.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1305">line 1305</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The scaled value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
@@ -7907,7 +8357,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1301">line 1301</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1334">line 1334</a>
</li></ul></dd>
@@ -7995,7 +8445,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-598">line 598</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-609">line 609</a>
</li></ul></dd>
@@ -8136,7 +8586,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-342">line 342</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-353">line 353</a>
</li></ul></dd>
@@ -8621,7 +9071,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1061">line 1061</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1072">line 1072</a>
</li></ul></dd>
@@ -8762,7 +9212,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1078">line 1078</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1089">line 1089</a>
</li></ul></dd>
@@ -8904,7 +9354,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1269">line 1269</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1280">line 1280</a>
</li></ul></dd>
@@ -9114,7 +9564,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1021">line 1021</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1032">line 1032</a>
</li></ul></dd>
@@ -9301,7 +9751,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1242">line 1242</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1253">line 1253</a>
</li></ul></dd>
@@ -9484,7 +9934,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1215">line 1215</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1226">line 1226</a>
</li></ul></dd>
@@ -10619,7 +11069,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1182">line 1182</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1193">line 1193</a>
</li></ul></dd>
@@ -10807,7 +11257,7 @@ max should be larger than min, or the function will return 0.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-546">line 546</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-557">line 557</a>
</li></ul></dd>
@@ -10949,7 +11399,7 @@ Should be called whenever the angle is updated on the Sprite to stop it from goi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-781">line 781</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-792">line 792</a>
</li></ul></dd>
@@ -11137,7 +11587,7 @@ Should be called whenever the angle is updated on the Sprite to stop it from goi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-576">line 576</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-587">line 587</a>
</li></ul></dd>
@@ -11211,7 +11661,7 @@ Should be called whenever the angle is updated on the Sprite to stop it from goi
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:47 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -2750,7 +2758,7 @@ If the browser successfully enters a locked state the event Phaser.Mouse.pointer
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1377,7 +1385,7 @@ Optionally you can redirect to the new url, or just return it as a string.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+428 -52
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1058,7 +1066,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1123">line 1123</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1203">line 1203</a>
</li></ul></dd>
@@ -1376,6 +1384,113 @@ This will have no impact on the rotation value of its children, but it will upda
</dl>
</dd>
<dt>
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cameraOffset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Group.html#cameraOffset">Phaser.Group#cameraOffset</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-95">line 95</a>
</li></ul></dd>
</dl>
@@ -1479,7 +1594,7 @@ The cursor is set to the first child added to the Group and doesn't change unles
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-89">line 89</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-88">line 88</a>
</li></ul></dd>
@@ -1809,6 +1924,119 @@ Emitter.emitX and Emitter.emitY control the emission location relative to the x/
</dl>
</dd>
<dt>
<h4 class="name" id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>fixedToCamera</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to fix this Group to the Camera at its current world coordinates.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Group.html#fixedToCamera">Phaser.Group#fixedToCamera</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1221">line 1221</a>
</li></ul></dd>
</dl>
@@ -2431,7 +2659,7 @@ Emitter.emitX and Emitter.emitY control the emission location relative to the x/
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1108">line 1108</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1188">line 1188</a>
</li></ul></dd>
@@ -3890,7 +4118,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1147">line 1147</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1258">line 1258</a>
</li></ul></dd>
@@ -3997,7 +4225,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-78">line 78</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-77">line 77</a>
</li></ul></dd>
@@ -4206,7 +4434,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1093">line 1093</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1173">line 1173</a>
</li></ul></dd>
@@ -5063,7 +5291,7 @@ that then see the addAt method.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-130">line 130</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-147">line 147</a>
</li></ul></dd>
@@ -5288,7 +5516,7 @@ Group.addAll('x', 10) will add 10 to the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-507">line 507</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-524">line 524</a>
</li></ul></dd>
@@ -5435,7 +5663,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-162">line 162</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-179">line 179</a>
</li></ul></dd>
@@ -5702,7 +5930,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-327">line 327</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-344">line 344</a>
</li></ul></dd>
@@ -5941,7 +6169,7 @@ After the method parameter and context you can add as many extra parameters as y
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-647">line 647</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-664">line 664</a>
</li></ul></dd>
@@ -6139,7 +6367,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-571">line 571</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-588">line 588</a>
</li></ul></dd>
@@ -6308,7 +6536,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-594">line 594</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-611">line 611</a>
</li></ul></dd>
@@ -6382,7 +6610,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-926">line 926</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1006">line 1006</a>
</li></ul></dd>
@@ -6479,7 +6707,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-914">line 914</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-994">line 994</a>
</li></ul></dd>
@@ -6791,7 +7019,7 @@ Useful if you don't need to create the Sprite instances before-hand.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-205">line 205</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-222">line 222</a>
</li></ul></dd>
@@ -7069,7 +7297,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-243">line 243</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-260">line 260</a>
</li></ul></dd>
@@ -7212,7 +7440,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1054">line 1054</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1134">line 1134</a>
</li></ul></dd>
@@ -7405,7 +7633,7 @@ Group.divideAll('x', 2) will half the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-555">line 555</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-572">line 572</a>
</li></ul></dd>
@@ -7646,7 +7874,7 @@ Note: Currently this will skip any children which are Groups themselves.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-707">line 707</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-787">line 787</a>
</li></ul></dd>
@@ -7794,7 +8022,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-739">line 739</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-819">line 819</a>
</li></ul></dd>
@@ -7942,7 +8170,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-757">line 757</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-837">line 837</a>
</li></ul></dd>
@@ -8090,7 +8318,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-775">line 775</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-855">line 855</a>
</li></ul></dd>
@@ -8213,7 +8441,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-192">line 192</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-209">line 209</a>
</li></ul></dd>
@@ -8311,7 +8539,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-888">line 888</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-968">line 968</a>
</li></ul></dd>
@@ -8409,7 +8637,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-901">line 901</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-981">line 981</a>
</li></ul></dd>
@@ -8555,7 +8783,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-870">line 870</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-950">line 950</a>
</li></ul></dd>
@@ -8701,7 +8929,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-346">line 346</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-363">line 363</a>
</li></ul></dd>
@@ -8870,7 +9098,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-938">line 938</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1018">line 1018</a>
</li></ul></dd>
@@ -9180,7 +9408,7 @@ You can add as many callback parameters as you like, which will all be passed to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-813">line 813</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-893">line 893</a>
</li></ul></dd>
@@ -9776,7 +10004,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-539">line 539</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-556">line 556</a>
</li></ul></dd>
@@ -9850,7 +10078,155 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-265">line 265</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-282">line 282</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="postUpdate"><span class="type-signature">&lt;protected> </span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The core postUpdate - as called by World.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Group.html#postUpdate">Phaser.Group#postUpdate</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-764">line 764</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="preUpdate"><span class="type-signature">&lt;protected> </span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The core preUpdate - as called by World.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Group.html#preUpdate">Phaser.Group#preUpdate</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-724">line 724</a>
</li></ul></dd>
@@ -9924,7 +10300,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-289">line 289</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-306">line 306</a>
</li></ul></dd>
@@ -10047,7 +10423,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-960">line 960</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1040">line 1040</a>
</li></ul></dd>
@@ -10145,7 +10521,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-990">line 990</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1070">line 1070</a>
</li></ul></dd>
@@ -10291,7 +10667,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1018">line 1018</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1098">line 1098</a>
</li></ul></dd>
@@ -10437,7 +10813,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-359">line 359</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-376">line 376</a>
</li></ul></dd>
@@ -10833,7 +11209,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-451">line 451</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-468">line 468</a>
</li></ul></dd>
@@ -11125,7 +11501,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-477">line 477</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-494">line 494</a>
</li></ul></dd>
@@ -11373,7 +11749,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-391">line 391</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-408">line 408</a>
</li></ul></dd>
@@ -12228,7 +12604,7 @@ For example to depth sort Sprites for Zelda-style game you might call <code>grou
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-793">line 793</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-873">line 873</a>
</li></ul></dd>
@@ -12676,7 +13052,7 @@ Group.subAll('x', 10) will minus 10 from the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-523">line 523</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-540">line 540</a>
</li></ul></dd>
@@ -12823,7 +13199,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-313">line 313</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-330">line 330</a>
</li></ul></dd>
@@ -12943,7 +13319,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1266,7 +1274,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+24 -23
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -591,13 +599,6 @@
<h3 class="subsection-title">Classes</h3>
<dl>
<dt><a href="Phaser.Physics.Arcade.Body.html">Body</a></dt>
<dd></dd>
</dl>
@@ -3608,7 +3609,7 @@ One way to use this is: accelerationFromRotation(rotation, 200, sprite.accelerat
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
<span class="param-type">Phaser.Physics.Arcade.Body</span>
@@ -5972,7 +5973,7 @@ The second parameter can be an array of objects, of differing types.</p>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
<span class="param-type">Phaser.Physics.Arcade.Body</span>
@@ -6117,7 +6118,7 @@ The second parameter can be an array of objects, of differing types.</p>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
<span class="param-type">Phaser.Physics.Arcade.Body</span>
@@ -6152,7 +6153,7 @@ The second parameter can be an array of objects, of differing types.</p>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
<span class="param-type">Phaser.Physics.Arcade.Body</span>
@@ -6381,7 +6382,7 @@ The second parameter can be an array of objects, of differing types.</p>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
<span class="param-type">Phaser.Physics.Arcade.Body</span>
@@ -6545,7 +6546,7 @@ The second parameter can be an array of objects, of differing types.</p>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
<span class="param-type">Phaser.Physics.Arcade.Body</span>
@@ -7526,7 +7527,7 @@ Objects must expose properties: width, height, left, right, top, bottom.</p>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
<span class="param-type">Phaser.Physics.Arcade.Body</span>
@@ -8097,7 +8098,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+17 -9
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -573,7 +581,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Sat Feb 08 2014 07:19:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Tue Feb 18 2014 03:01:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

Some files were not shown because too many files have changed in this diff Show More