+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ bounds |
+
+
+
+
+
+Phaser.Rectangle
+
+
+
+ |
+
+
+
+
+
+ The bounds inside of which the physics world exists. Defaults to match the world bounds. |
+
+
+
+
+
+
+
+
+
@@ -638,7 +623,7 @@
- Source:
@@ -656,33 +641,71 @@
-
-
maxObjects :number
+ game
-
-
-
Used by the QuadTree to set the maximum number of objects
-
-
- Type:
-
-
+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ game |
+
+
+
+
+
+Phaser.Game
+
+
+
+ |
+
+
+
+
+
+ Local reference to game. |
+
+
+
+
+
+
+
+
+
@@ -702,7 +725,619 @@
- Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
gravity
+
+
+
+-
+
+
+
+
+
+
+
+
+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ gravity |
+
+
+
+
+
+Phaser.Point
+
+
+
+ |
+
+
+
+
+
+ The World gravity setting. Defaults to x: 0, y: 0, or no gravity. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
maxLevels
+
+
+
+-
+
+
+
+
+
+
+
+
+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ maxLevels |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ Used by the QuadTree to set the maximum number of iteration levels. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
maxObjects
+
+
+
+-
+
+
+
+
+
+
+
+
+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ maxObjects |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ Used by the QuadTree to set the maximum number of objects per quad. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
OVERLAP_BIAS
+
+
+
+-
+
+
+
+
+
+
+
+
+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ OVERLAP_BIAS |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ A value added to the delta values during collision checks. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
quadTree
+
+
+
+-
+
+
+
+
+
+
+
+
+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ quadTree |
+
+
+
+
+
+Phaser.QuadTree
+
+
+
+ |
+
+
+
+
+
+ The world QuadTree. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
quadTreeID
+
+
+
+-
+
+
+
+
+
+
+
+
+ Properties:
+
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ quadTreeID |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ The QuadTree ID. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
@@ -987,7 +1622,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
- Source:
@@ -1301,7 +1936,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
- Source:
@@ -1648,7 +2283,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
- Source:
@@ -1885,7 +2520,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
- Source:
@@ -2051,7 +2686,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
- Source:
@@ -2235,7 +2870,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
- Source:
@@ -2422,7 +3057,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
- Source:
@@ -2468,6 +3103,75 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
+
+
+
+
+-
+
<protected> checkWorldBounds()
+
+
+
+-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -2749,7 +3453,7 @@ The objects are also automatically separated.
- Source:
@@ -2871,7 +3575,7 @@ The objects are also automatically separated.
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -3005,7 +3709,7 @@ The objects are also automatically separated.
- Source:
@@ -3169,7 +3873,7 @@ The objects are also automatically separated.
- Source:
@@ -3355,7 +4059,7 @@ If you need to calculate from the center of a display object instead use the met
- Source:
@@ -3544,7 +4248,7 @@ If you need to calculate from the center of a display object instead use the met
- Source:
@@ -3819,7 +4523,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
@@ -4095,7 +4799,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
- Source:
@@ -4405,7 +5109,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
@@ -4569,7 +5273,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
@@ -4661,7 +5365,76 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
<protected> postUpdate()
+
+
+
+-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
@@ -4730,7 +5503,145 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
<protected> preUpdate()
+
+
+
+-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
reset()
+
+
+
+-
+
+
+
+ Resets all Body values (velocity, acceleration, rotation, etc)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
@@ -4806,7 +5717,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -4829,7 +5740,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
|
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -4871,7 +5782,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
@@ -4970,335 +5881,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
|
-Phaser.Physics.Arcade.Body
-
-
-
- |
-
-
-
-
-
- The Body object to separate. |
-
-
-
-
-
-
- tile |
-
-
-
-
-
-Phaser.Tile
-
-
-
- |
-
-
-
-
-
- The tile to collide against. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- Returns true if the bodies were separated, otherwise false.
-
-
-
-
-
- -
- Type
-
- -
-
-boolean
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
separateTileX(body1, tile) → {boolean}
-
-
-
--
-
-
-
- The core separation function to separate a physics body and a tile on the x axis.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- body1 |
-
-
-
-
-
-Phaser.Physics.Arcade.Body
-
-
-
- |
-
-
-
-
-
- The Body object to separate. |
-
-
-
-
-
-
- tile |
-
-
-
-
-
-Phaser.Tile
-
-
-
- |
-
-
-
-
-
- The tile to collide against. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- Returns true if the bodies were separated, otherwise false.
-
-
-
-
-
- -
- Type
-
- -
-
-boolean
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
separateTileY(body1, tile) → {boolean}
-
-
-
--
-
-
-
- The core separation function to separate a physics body and a tile on the x axis.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- body1 |
-
-
-
-
-
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -5384,6 +5967,334 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
+ Returns:
+
+
+
+ Returns true if the bodies were separated, otherwise false.
+
+
+
+
+
+ -
+ Type
+
+ -
+
+boolean
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
separateTileX(body1, tile) → {boolean}
+
+
+
+-
+
+
+
+ The core separation function to separate a physics body and a tile on the x axis.
+
+
+
+
+
+
+
+
+ Parameters:
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ body1 |
+
+
+
+
+
+Phaser.Physics.Arcade.Body
+
+
+
+ |
+
+
+
+
+
+ The Body object to separate. |
+
+
+
+
+
+
+ tile |
+
+
+
+
+
+Phaser.Tile
+
+
+
+ |
+
+
+
+
+
+ The tile to collide against. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Returns:
+
+
+
+ Returns true if the bodies were separated, otherwise false.
+
+
+
+
+
+ -
+ Type
+
+ -
+
+boolean
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
separateTileY(body1, tile) → {boolean}
+
+
+
+-
+
+
+
+ The core separation function to separate a physics body and a tile on the x axis.
+
+
+
+
+
+
+
+
+ Parameters:
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ body1 |
+
+
+
+
+
+Phaser.Physics.Arcade.Body
+
+
+
+ |
+
+
+
+
+
+ The Body object to separate. |
+
+
+
+
+
+
+ tile |
+
+
+
+
+
+Phaser.Tile
+
+
+
+ |
+
+
+
+
+
+ The tile to collide against. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns:
@@ -5462,7 +6373,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -5485,7 +6396,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
|
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -5527,7 +6438,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
@@ -5626,7 +6537,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
|
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -5649,7 +6560,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
|
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -5691,7 +6602,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
@@ -5737,6 +6648,333 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
+
+
+
+
+-
+
setSize(width, height, offsetX, offsetY)
+
+
+
+-
+
+
+
+ You can modify the size of the physics Body to be any dimension you need.
+So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
+is the position of the Body relative to the top-left of the Sprite.
+
+
+
+
+
+
+
+
+ Parameters:
+
+
+
+
+
+
+ | Name |
+
+
+ Type |
+
+
+
+
+
+ Description |
+
+
+
+
+
+
+
+
+ width |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ The width of the Body. |
+
+
+
+
+
+
+ height |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ The height of the Body. |
+
+
+
+
+
+
+ offsetX |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ The X offset of the Body from the Sprite position. |
+
+
+
+
+
+
+ offsetY |
+
+
+
+
+
+number
+
+
+
+ |
+
+
+
+
+
+ The Y offset of the Body from the Sprite position. |
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
<protected> updateBounds()
+
+
+
+-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+-
+
<protected> updateHulls()
+
+
+
+-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Source:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -5790,7 +7028,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
|
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -5832,7 +7070,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
- Source:
@@ -6046,7 +7284,7 @@ One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which wil
- Source:
@@ -6285,7 +7523,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
- Source:
@@ -6361,7 +7599,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:47 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:29 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Physics.html b/docs/Phaser.Physics.html
index 339633ee..a339c8db 100644
--- a/docs/Phaser.Physics.html
+++ b/docs/Phaser.Physics.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -565,7 +505,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:47 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:29 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Plugin.html b/docs/Phaser.Plugin.html
index f5257f37..835ea5ef 100644
--- a/docs/Phaser.Plugin.html
+++ b/docs/Phaser.Plugin.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1827,7 +1767,7 @@ It is only called if active is set to true.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:29 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.PluginManager.html b/docs/Phaser.PluginManager.html
index a4886e8d..4528a022 100644
--- a/docs/Phaser.PluginManager.html
+++ b/docs/Phaser.PluginManager.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1457,7 +1397,7 @@ It only calls plugins who have active=true.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:29 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Point.html b/docs/Phaser.Point.html
index 4ef47585..ddee290a 100644
--- a/docs/Phaser.Point.html
+++ b/docs/Phaser.Point.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -5017,7 +4957,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:29 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Pointer.html b/docs/Phaser.Pointer.html
index 15d132e6..ee5c62c9 100644
--- a/docs/Phaser.Pointer.html
+++ b/docs/Phaser.Pointer.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -4860,7 +4800,7 @@ Default size of 44px (Apple's recommended "finger tip" size).
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.QuadTree.html b/docs/Phaser.QuadTree.html
index 9947a438..b00f2216 100644
--- a/docs/Phaser.QuadTree.html
+++ b/docs/Phaser.QuadTree.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1326,7 +1266,7 @@ Split the node into 4 subnodes
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.RandomDataGenerator.html b/docs/Phaser.RandomDataGenerator.html
index c893b200..486e2b58 100644
--- a/docs/Phaser.RandomDataGenerator.html
+++ b/docs/Phaser.RandomDataGenerator.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -2019,7 +1959,7 @@ Random number generator from
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Rectangle.html b/docs/Phaser.Rectangle.html
index f7c069a4..e91b1134 100644
--- a/docs/Phaser.Rectangle.html
+++ b/docs/Phaser.Rectangle.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -7404,7 +7344,7 @@ This method checks the x, y, width, and height properties of the Rectangles.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.RenderTexture.html b/docs/Phaser.RenderTexture.html
index 4d406da5..62ab2199 100644
--- a/docs/Phaser.RenderTexture.html
+++ b/docs/Phaser.RenderTexture.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1405,7 +1345,7 @@ once they update pixi to fix the typo, we'll fix it here too :)
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.RequestAnimationFrame.html b/docs/Phaser.RequestAnimationFrame.html
index f2ef9d0d..29f60417 100644
--- a/docs/Phaser.RequestAnimationFrame.html
+++ b/docs/Phaser.RequestAnimationFrame.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1329,7 +1269,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Signal.html b/docs/Phaser.Signal.html
index f3235e32..c2a4313e 100644
--- a/docs/Phaser.Signal.html
+++ b/docs/Phaser.Signal.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -2314,7 +2254,7 @@ already dispatched before.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Sound.html b/docs/Phaser.Sound.html
index a9813371..c22be39b 100644
--- a/docs/Phaser.Sound.html
+++ b/docs/Phaser.Sound.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -5747,7 +5687,7 @@ This allows you to bundle multiple sounds together into a single audio file and
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:48 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.SoundManager.html b/docs/Phaser.SoundManager.html
index dedced84..7c994610 100644
--- a/docs/Phaser.SoundManager.html
+++ b/docs/Phaser.SoundManager.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -2446,7 +2386,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Sprite.html b/docs/Phaser.Sprite.html
index 2c251b46..a1212293 100644
--- a/docs/Phaser.Sprite.html
+++ b/docs/Phaser.Sprite.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1275,7 +1215,7 @@ A culled sprite has its renderable property set to 'false'.
|
-Phaser.Physics.Arcade.Body
+Phaser.Physics.Arcade.Body
@@ -7752,7 +7692,7 @@ It will dispatch the onRevived event, you can listen to Sprite.events.onRevived
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:30 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Stage.html b/docs/Phaser.Stage.html
index e72d9ee0..87fb6ae4 100644
--- a/docs/Phaser.Stage.html
+++ b/docs/Phaser.Stage.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1680,7 +1620,7 @@ focus handling, game resizing, scaling and the pause, boot and orientation scree
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.StageScaleMode.html b/docs/Phaser.StageScaleMode.html
index 12f9e211..45c915d4 100644
--- a/docs/Phaser.StageScaleMode.html
+++ b/docs/Phaser.StageScaleMode.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -3840,7 +3780,7 @@ Please note that this needs to be supported by the web browser and isn't the sam
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.State.html b/docs/Phaser.State.html
index 40cf1e4c..37679159 100644
--- a/docs/Phaser.State.html
+++ b/docs/Phaser.State.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -2594,7 +2534,7 @@ If you need to use the loader, you may need to use them here.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.StateManager.html b/docs/Phaser.StateManager.html
index c85cda32..42ce6ae7 100644
--- a/docs/Phaser.StateManager.html
+++ b/docs/Phaser.StateManager.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -3451,7 +3391,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Text.html b/docs/Phaser.Text.html
index 0bedbd55..142961c0 100644
--- a/docs/Phaser.Text.html
+++ b/docs/Phaser.Text.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1839,7 +1779,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.TileSprite.html b/docs/Phaser.TileSprite.html
index 0fff887c..e07b7cae 100644
--- a/docs/Phaser.TileSprite.html
+++ b/docs/Phaser.TileSprite.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1172,7 +1112,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Time.html b/docs/Phaser.Time.html
index 6c4f3228..38ea3d32 100644
--- a/docs/Phaser.Time.html
+++ b/docs/Phaser.Time.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -2915,7 +2855,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Touch.html b/docs/Phaser.Touch.html
index dd046bcb..2967411e 100644
--- a/docs/Phaser.Touch.html
+++ b/docs/Phaser.Touch.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -2566,7 +2506,7 @@ Doesn't appear to be supported by most browsers on a canvas element yet.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Tween.html b/docs/Phaser.Tween.html
index 2bb08d08..0712f3ac 100644
--- a/docs/Phaser.Tween.html
+++ b/docs/Phaser.Tween.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -3272,7 +3212,7 @@ Used in combination with repeat you can create endless loops.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.TweenManager.html b/docs/Phaser.TweenManager.html
index ee5fce9b..b8ae3f5b 100644
--- a/docs/Phaser.TweenManager.html
+++ b/docs/Phaser.TweenManager.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1628,7 +1568,7 @@ Please see https://github.com/sole/tw
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:49 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Utils.Debug.html b/docs/Phaser.Utils.Debug.html
index 8ebe3b10..f5156051 100644
--- a/docs/Phaser.Utils.Debug.html
+++ b/docs/Phaser.Utils.Debug.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -5981,7 +5921,7 @@ your game set to use Phaser.AUTO then swap it for Phaser.CANVAS to ensure WebGL
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:50 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:32 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.Utils.html b/docs/Phaser.Utils.html
index 218c7314..fde44034 100644
--- a/docs/Phaser.Utils.html
+++ b/docs/Phaser.Utils.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1140,7 +1080,7 @@ dir = 1 (left), 2 (right), 3 (both)
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:50 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:31 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.World.html b/docs/Phaser.World.html
index bfe1e906..685bc77d 100644
--- a/docs/Phaser.World.html
+++ b/docs/Phaser.World.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -2115,7 +2055,7 @@ If you need to adjust the bounds of the world
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:50 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:32 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.html b/docs/Phaser.html
index e0e7fa60..5b5da4f6 100644
--- a/docs/Phaser.html
+++ b/docs/Phaser.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -708,7 +648,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Phaser.js.html b/docs/Phaser.js.html
index 62ba15c6..9fc7b1fb 100644
--- a/docs/Phaser.js.html
+++ b/docs/Phaser.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -504,7 +444,7 @@ PIXI.InteractionManager = function (dummy) {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Plugin.js.html b/docs/Plugin.js.html
index 5fae9c1c..b823ed7f 100644
--- a/docs/Plugin.js.html
+++ b/docs/Plugin.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -577,7 +517,7 @@ Phaser.Plugin.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/PluginManager.js.html b/docs/PluginManager.js.html
index 3ee07220..e0a609ea 100644
--- a/docs/PluginManager.js.html
+++ b/docs/PluginManager.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -694,7 +634,7 @@ Phaser.PluginManager.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Point.js.html b/docs/Point.js.html
index e0b13c5b..f1a9a1a0 100644
--- a/docs/Point.js.html
+++ b/docs/Point.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -859,7 +799,7 @@ Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Pointer.js.html b/docs/Pointer.js.html
index 55c1a964..8a8a8b90 100644
--- a/docs/Pointer.js.html
+++ b/docs/Pointer.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1151,7 +1091,7 @@ Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/QuadTree.js.html b/docs/QuadTree.js.html
index 2bcf4b56..b58109cf 100644
--- a/docs/QuadTree.js.html
+++ b/docs/QuadTree.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -726,7 +666,7 @@ Phaser.QuadTree.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/RandomDataGenerator.js.html b/docs/RandomDataGenerator.js.html
index 3b234790..aae4f2ff 100644
--- a/docs/RandomDataGenerator.js.html
+++ b/docs/RandomDataGenerator.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -708,7 +648,7 @@ Phaser.RandomDataGenerator.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Rectangle.js.html b/docs/Rectangle.js.html
index 5a8a1f65..3a2f95a2 100644
--- a/docs/Rectangle.js.html
+++ b/docs/Rectangle.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1145,7 +1085,7 @@ Phaser.Rectangle.union = function (a, b, out) {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/RenderTexture.js.html b/docs/RenderTexture.js.html
index 3880f0d0..ea651e4f 100644
--- a/docs/RenderTexture.js.html
+++ b/docs/RenderTexture.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -531,7 +471,7 @@ Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/RequestAnimationFrame.js.html b/docs/RequestAnimationFrame.js.html
index 55d15796..5672c631 100644
--- a/docs/RequestAnimationFrame.js.html
+++ b/docs/RequestAnimationFrame.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -614,7 +554,7 @@ Phaser.RequestAnimationFrame.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Signal.js.html b/docs/Signal.js.html
index e53e8c5a..12d883ad 100644
--- a/docs/Signal.js.html
+++ b/docs/Signal.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -759,7 +699,7 @@ Phaser.Signal.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/SignalBinding.html b/docs/SignalBinding.html
index 2579d39e..64277efe 100644
--- a/docs/SignalBinding.html
+++ b/docs/SignalBinding.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -759,7 +699,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:50 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:32 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/SignalBinding.js.html b/docs/SignalBinding.js.html
index 721fddf8..76457202 100644
--- a/docs/SignalBinding.js.html
+++ b/docs/SignalBinding.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -624,7 +564,7 @@ Phaser.SignalBinding.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Sound.js.html b/docs/Sound.js.html
index 72c02c51..e149bb2c 100644
--- a/docs/Sound.js.html
+++ b/docs/Sound.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1289,7 +1229,7 @@ Object.defineProperty(Phaser.Sound.prototype, "volume", {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/SoundManager.js.html b/docs/SoundManager.js.html
index eaf2cba7..83d398a3 100644
--- a/docs/SoundManager.js.html
+++ b/docs/SoundManager.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -911,7 +851,7 @@ Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Sprite.js.html b/docs/Sprite.js.html
index c1d87190..3b07c29b 100644
--- a/docs/Sprite.js.html
+++ b/docs/Sprite.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1587,7 +1527,7 @@ Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Stage.js.html b/docs/Stage.js.html
index 4f2f1fce..f10ebda5 100644
--- a/docs/Stage.js.html
+++ b/docs/Stage.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -638,7 +578,7 @@ Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/StageScaleMode.js.html b/docs/StageScaleMode.js.html
index 045b5c29..31be6dd7 100644
--- a/docs/StageScaleMode.js.html
+++ b/docs/StageScaleMode.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1033,7 +973,7 @@ Object.defineProperty(Phaser.StageScaleMode.prototype, "isLandscape", {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/State.js.html b/docs/State.js.html
index 1e6468f2..2d04c7dc 100644
--- a/docs/State.js.html
+++ b/docs/State.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -631,7 +571,7 @@ Phaser.State.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/StateManager.js.html b/docs/StateManager.js.html
index ba023349..2604fa8f 100644
--- a/docs/StateManager.js.html
+++ b/docs/StateManager.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -987,7 +927,7 @@ Phaser.StateManager.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Text.js.html b/docs/Text.js.html
index 35a2d3f6..5a0d9205 100644
--- a/docs/Text.js.html
+++ b/docs/Text.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -683,7 +623,7 @@ Object.defineProperty(Phaser.Text.prototype, 'font', {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/TileSprite.js.html b/docs/TileSprite.js.html
index 812d8964..9d88842c 100644
--- a/docs/TileSprite.js.html
+++ b/docs/TileSprite.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -519,7 +459,7 @@ Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Time.js.html b/docs/Time.js.html
index b616de5d..e43d0193 100644
--- a/docs/Time.js.html
+++ b/docs/Time.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -733,7 +673,7 @@ Phaser.Time.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Touch.js.html b/docs/Touch.js.html
index be9a5a3c..ff9954b2 100644
--- a/docs/Touch.js.html
+++ b/docs/Touch.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -795,7 +735,7 @@ Phaser.Touch.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Tween.js.html b/docs/Tween.js.html
index 16c1ae76..a03cbbfd 100644
--- a/docs/Tween.js.html
+++ b/docs/Tween.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -1071,7 +1011,7 @@ Phaser.Tween.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/TweenManager.js.html b/docs/TweenManager.js.html
index 7936a498..955b7745 100644
--- a/docs/TweenManager.js.html
+++ b/docs/TweenManager.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -648,7 +588,7 @@ Phaser.TweenManager.prototype = {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/Utils.js.html b/docs/Utils.js.html
index 6bd7466b..8383ee03 100644
--- a/docs/Utils.js.html
+++ b/docs/Utils.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -689,7 +629,7 @@ if (typeof Function.prototype.bind != 'function') {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/World.js.html b/docs/World.js.html
index 21d2ad92..37669ab3 100644
--- a/docs/World.js.html
+++ b/docs/World.js.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -722,7 +662,7 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/build/conf.json b/docs/build/conf.json
index 6bd6894c..4bbe4e6c 100644
--- a/docs/build/conf.json
+++ b/docs/build/conf.json
@@ -5,7 +5,7 @@
"source": {
"include": [
"../../src/Phaser.js",
- "../../src/Intro.js",
+ "../../src/IntroDocs.js",
"../../src/animation/",
"../../src/core/",
"../../src/gameobjects/",
@@ -15,10 +15,9 @@
"../../src/math/",
"../../src/net/",
"../../src/particles/",
- "../../src/physics/",
+ "../../src/physics/arcade/",
"../../src/sound/",
"../../src/system/",
- "../../src/tilemap/",
"../../src/time/",
"../../src/tween/",
"../../src/utils/"
diff --git a/docs/build/conf_dev.json b/docs/build/conf_dev.json
index e5ba68ae..4bbe4e6c 100644
--- a/docs/build/conf_dev.json
+++ b/docs/build/conf_dev.json
@@ -5,7 +5,7 @@
"source": {
"include": [
"../../src/Phaser.js",
- "../../src/Intro.js",
+ "../../src/IntroDocs.js",
"../../src/animation/",
"../../src/core/",
"../../src/gameobjects/",
diff --git a/docs/classes.list.html b/docs/classes.list.html
index b1682b66..f3bdbab2 100644
--- a/docs/classes.list.html
+++ b/docs/classes.list.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -636,6 +576,9 @@
- Arcade
+ - Body
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+
- Plugin
@@ -755,7 +698,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/global.html b/docs/global.html
index 90667b5e..283e7b46 100644
--- a/docs/global.html
+++ b/docs/global.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -505,405 +445,6 @@
--
-
audio(key, volume, loop) → {Phaser.Sound}
-
-
-
--
-
-
-
- Creates a new instance of the Sound class.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
-
- The Game.cache key of the sound that this object will use. |
-
-
-
-
-
-
- volume |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- The volume at which the sound will be played. |
-
-
-
-
-
-
- loop |
-
-
-
-
-
-boolean
-
-
-
- |
-
-
-
-
-
- Whether or not the sound will loop. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created text object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Sound
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
-
-
-
--
-
-
-
-
-- Create a new <code>BitmapText</code>.
-
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- X position of the new bitmapText object. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- Y position of the new bitmapText object. |
-
-
-
-
-
-
- text |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
-
- The actual text that will be written. |
-
-
-
-
-
-
- style |
-
-
-
-
-
-object
-
-
-
- |
-
-
-
-
-
- The style object containing style attributes like font, font size , etc. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created bitmapText object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.BitmapText
-
-
-
-
-
-
-
-
-
-
-
-
-
-
bottom() → {number}
@@ -946,7 +487,7 @@
- Source:
@@ -1083,7 +624,7 @@
- Source:
@@ -1106,1426 +647,6 @@
-
-
-
-
--
-
-
-
-
--
-
-
-
- Creates a new <code>Button</code> object.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
- Argument |
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- X position of the new button object. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- Y position of the new button object. |
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- The image key as defined in the Game.Cache to use as the texture for this button. |
-
-
-
-
-
-
- callback |
-
-
-
-
-
-function
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- The function to call when this button is pressed |
-
-
-
-
-
-
- callbackContext |
-
-
-
-
-
-object
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- The context in which the callback will be called (usually 'this') |
-
-
-
-
-
-
- overFrame |
-
-
-
-
-
-string
-|
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name. |
-
-
-
-
-
-
- outFrame |
-
-
-
-
-
-string
-|
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name. |
-
-
-
-
-
-
- downFrame |
-
-
-
-
-
-string
-|
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created button object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Button
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
child(group, x, y, key, frame) → {Phaser.Sprite}
-
-
-
--
-
-
-
- Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
- Argument |
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- group |
-
-
-
-
-
-Phaser.Group
-
-
-
- |
-
-
-
-
-
-
-
-
- |
-
-
-
-
- The Group to add this child to. |
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
-
-
-
- |
-
-
-
-
- X position of the new sprite. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
-
-
-
- |
-
-
-
-
- Y position of the new sprite. |
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-|
-
-RenderTexture
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture. |
-
-
-
-
-
-
- frame |
-
-
-
-
-
-string
-|
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- the newly created sprite object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Sprite
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
emitter(x, y, maxParticles) → {Phaser.Emitter}
-
-
-
--
-
-
-
- Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
-continuous effects like rain and fire. All it really does is launch Particle objects out
-at set intervals, and fixes their positions and velocities accorindgly.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
- Argument |
-
-
-
- Default |
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
-
- 0
-
- |
-
-
- The x coordinate within the Emitter that the particles are emitted from. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
-
- 0
-
- |
-
-
- The y coordinate within the Emitter that the particles are emitted from. |
-
-
-
-
-
-
- maxParticles |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
-
- 50
-
- |
-
-
- The total number of particles in this emitter. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created emitter object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Emitter
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
existing.(object) → {*}
-
-
-
--
-
-
-
-
-
-
-
-
-
-
-
Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- object |
-
-
-
-
-
-*
-
-
-
- |
-
-
-
-
-
- An instance of Phaser.Sprite, Phaser.Button or any other display object.. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The child that was added to the Group.
-
-
-
-
-
- -
- Type
-
- -
-
-*
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
-
-
-
--
-
-
-
- Creates a new <code>Graphics</code> object.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- X position of the new graphics object. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- Y position of the new graphics object. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created graphics object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Graphics
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
-
-
-
--
-
-
-
- A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
- Argument |
-
-
-
- Default |
-
-
- Description |
-
-
-
-
-
-
-
-
- parent |
-
-
-
-
-
-*
-
-
-
- |
-
-
-
-
-
-
-
-
- |
-
-
-
-
-
- |
-
-
- The parent Group or DisplayObjectContainer that will hold this group, if any. |
-
-
-
-
-
-
- name |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
-
- group
-
- |
-
-
- A name for this Group. Not used internally but useful for debugging. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created group.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Group
-
-
-
-
-
-
-
-
-
@@ -2663,193 +784,6 @@ at set intervals, and fixes their positions and velocities accorindgly.
-
-
-
-
--
-
-
-
-
--
-
-
-
- A dynamic initially blank canvas to which images can be drawn
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
-
- Asset key for the render texture. |
-
-
-
-
-
-
- width |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- the width of the render texture. |
-
-
-
-
-
-
- height |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- the height of the render texture. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created renderTexture object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.RenderTexture
-
-
-
-
-
-
-
-
-
@@ -2897,7 +831,7 @@ However it does affect the width property.
- Source:
@@ -3035,7 +969,7 @@ However it does affect the width property.
- Source:
@@ -3058,1369 +992,6 @@ However it does affect the width property.
-
-
-
-
--
-
sprite(x, y, key, frame) → {Phaser.Sprite}
-
-
-
--
-
-
-
- Create a new Sprite with specific position and sprite sheet key.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
- Argument |
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
-
-
-
- |
-
-
-
-
- X position of the new sprite. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
-
-
-
- |
-
-
-
-
- Y position of the new sprite. |
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-|
-
-Phaser.RenderTexture
-|
-
-PIXI.Texture
-
-
-
- |
-
-
-
-
-
-
-
-
- |
-
-
-
-
- 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. |
-
-
-
-
-
-
- frame |
-
-
-
-
-
-string
-|
-
-number
-
-
-
- |
-
-
-
-
- <optional>
-
-
-
-
-
- |
-
-
-
-
- If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- the newly created sprite object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Sprite
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
text(x, y, text, style) → {Phaser.Text}
-
-
-
--
-
-
-
- Creates a new <code>Text</code>.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- X position of the new text object. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- Y position of the new text object. |
-
-
-
-
-
-
- text |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
-
- The actual text that will be written. |
-
-
-
-
-
-
- style |
-
-
-
-
-
-object
-
-
-
- |
-
-
-
-
-
- The style object containing style attributes like font, font size , etc. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created text object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Text
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
tilemap(key) → {Phaser.Tilemap}
-
-
-
--
-
-
-
-
-
-
-
-
-
-
-
Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
-
- Asset key for the JSON file. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created tilemap object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Tilemap
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
tilemaplayer(x, y, width, height) → {Phaser.TilemapLayer}
-
-
-
--
-
-
-
-
-
-
-
-
-
-
-
Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- X position of the new tilemapLayer. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- Y position of the new tilemapLayer. |
-
-
-
-
-
-
- width |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- the width of the tilemapLayer. |
-
-
-
-
-
-
- height |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- the height of the tilemapLayer. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created tilemaplayer object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.TilemapLayer
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
tileset(key) → {Phaser.Tileset}
-
-
-
--
-
-
-
-
-
-
-
-
-
-
-
Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-
-
-
- |
-
-
-
-
-
- The image key as defined in the Game.Cache to use as the tileset. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created tileset object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Tileset
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
tileSprite(x, y, width, height, key, frame) → {Phaser.TileSprite}
-
-
-
--
-
-
-
- Creates a new <code>TileSprite</code>.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- x |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- X position of the new tileSprite. |
-
-
-
-
-
-
- y |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- Y position of the new tileSprite. |
-
-
-
-
-
-
- width |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- the width of the tilesprite. |
-
-
-
-
-
-
- height |
-
-
-
-
-
-number
-
-
-
- |
-
-
-
-
-
- the height of the tilesprite. |
-
-
-
-
-
-
- key |
-
-
-
-
-
-string
-|
-
-Phaser.RenderTexture
-|
-
-PIXI.Texture
-
-
-
- |
-
-
-
-
-
- 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. |
-
-
-
-
-
-
- frame |
-
-
-
-
-
-string
-|
-
-number
-
-
-
- |
-
-
-
-
-
- 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. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
- The newly created tileSprite object.
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.TileSprite
-
-
-
-
-
-
-
-
-
-
-
-
-
--
-
-
-
-
--
-
-
-
- Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
-
-
-
-
-
-
-
-
- Parameters:
-
-
-
-
-
-
- | Name |
-
-
- Type |
-
-
-
-
-
- Description |
-
-
-
-
-
-
-
-
- obj |
-
-
-
-
-
-object
-
-
-
- |
-
-
-
-
-
- Object the tween will be run on. |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Source:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Returns:
-
-
-
-
-
-
-
- -
- Type
-
- -
-
-Phaser.Tween
-
-
-
-
-
-
-
-
-
@@ -4449,7 +1020,7 @@ However it does affect the width property.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/index.html b/docs/index.html
index 513d1335..deb3dd24 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -472,7 +412,7 @@
- D:\wamp\www\phaser\src/Intro.js
+ D:\wamp\www\phaser\src/IntroDocs.js
@@ -484,7 +424,7 @@
Phaser - http://www.phaser.io
- v<%= version %> - Built at: <%= buildDate %>
+ v1.1 - Released October 25th 2013.
By Richard Davey http://www.photonstorm.com @photonstorm
A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).
@@ -520,7 +460,7 @@ and my love of game development originate.
- Source:
@@ -573,7 +513,7 @@ and my love of game development originate.
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/docs/namespaces.list.html b/docs/namespaces.list.html
index 32b68635..9c0a911e 100644
--- a/docs/namespaces.list.html
+++ b/docs/namespaces.list.html
@@ -226,6 +226,10 @@
Arcade
+ -
+ Body
+
+
-
Plugin
@@ -344,82 +348,18 @@
@@ -636,6 +576,9 @@
- Arcade
+ - Body
+
+
- Plugin
@@ -755,7 +698,7 @@
Documentation generated by JSDoc 3.3.0-dev
- on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the DocStrap template.
+ on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the DocStrap template.
diff --git a/src/IntroDocs.js b/src/IntroDocs.js
new file mode 100644
index 00000000..27a04815
--- /dev/null
+++ b/src/IntroDocs.js
@@ -0,0 +1,29 @@
+/**
+* @author Richard Davey
+* @copyright 2013 Photon Storm Ltd.
+* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
+*/
+
+/**
+* @overview
+*
+* Phaser - http://www.phaser.io
+*
+* v1.1 - Released October 25th 2013.
+*
+* By Richard Davey http://www.photonstorm.com @photonstorm
+*
+* A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
+* constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).
+*
+* Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com/ @Doormat23.
+*
+* Follow Phaser development progress at http://www.photonstorm.com
+*
+* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
+* and my love of game development originate.
+*
+* "If you want your children to be intelligent, read them fairy tales."
+* "If you want them to be more intelligent, read them more fairy tales."
+* -- Albert Einstein
+*/
diff --git a/src/gameobjects/GameObjectFactory.js b/src/gameobjects/GameObjectFactory.js
index ebd37ed5..9f1fd101 100644
--- a/src/gameobjects/GameObjectFactory.js
+++ b/src/gameobjects/GameObjectFactory.js
@@ -5,7 +5,7 @@
*/
/**
-* Description.
+* The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.
*
* @class Phaser.GameObjectFactory
* @constructor
@@ -28,20 +28,8 @@ Phaser.GameObjectFactory = function (game) {
Phaser.GameObjectFactory.prototype = {
/**
- * @property {Phaser.Game} game - A reference to the currently running Game.
- * @default
- */
- game: null,
-
- /**
- * @property {Phaser.World} world - A reference to the game world.
- * @default
- */
- world: null,
-
- /**
- * Description.
- * @method existing.
+ * Adds an existing object to the game world.
+ * @method Phaser.GameObjectFactory#existing
* @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @return {*} The child that was added to the Group.
*/
@@ -54,7 +42,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Create a new Sprite with specific position and sprite sheet key.
*
- * @method sprite
+ * @method Phaser.GameObjectFactory#sprite
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @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.
@@ -70,7 +58,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
*
- * @method child
+ * @method Phaser.GameObjectFactory#child
* @param {Phaser.Group} group - The Group to add this child to.
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
@@ -87,7 +75,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
- * @method tween
+ * @method Phaser.GameObjectFactory#tween
* @param {object} obj - Object the tween will be run on.
* @return {Phaser.Tween} Description.
*/
@@ -100,7 +88,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
- * @method group
+ * @method Phaser.GameObjectFactory#group
* @param {*} 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.
* @return {Phaser.Group} The newly created group.
@@ -114,7 +102,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new instance of the Sound class.
*
- * @method audio
+ * @method Phaser.GameObjectFactory#audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} volume - The volume at which the sound will be played.
* @param {boolean} loop - Whether or not the sound will loop.
@@ -129,7 +117,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new TileSprite.
*
- * @method tileSprite
+ * @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.
@@ -147,7 +135,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new Text.
*
- * @method text
+ * @method Phaser.GameObjectFactory#text
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
@@ -163,7 +151,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new Button object.
*
- * @method button
+ * @method Phaser.GameObjectFactory#button
* @param {number} [x] X position of the new button object.
* @param {number} [y] Y position of the new button object.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
@@ -183,7 +171,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new Graphics object.
*
- * @method graphics
+ * @method Phaser.GameObjectFactory#graphics
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @return {Phaser.Graphics} The newly created graphics object.
@@ -199,7 +187,7 @@ Phaser.GameObjectFactory.prototype = {
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*
- * @method emitter
+ * @method Phaser.GameObjectFactory#emitter
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
@@ -214,7 +202,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* * Create a new BitmapText.
*
- * @method bitmapText
+ * @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.
@@ -228,9 +216,9 @@ Phaser.GameObjectFactory.prototype = {
},
/**
- * Description.
+ * Creates a new Tilemap object.
*
- * @method tilemap
+ * @method Phaser.GameObjectFactory#tilemap
* @param {string} key - Asset key for the JSON file.
* @return {Phaser.Tilemap} The newly created tilemap object.
*/
@@ -241,9 +229,9 @@ Phaser.GameObjectFactory.prototype = {
},
/**
- * Description.
+ * Creates a new Tileset object.
*
- * @method tileset
+ * @method Phaser.GameObjectFactory#tileset
* @param {string} key - The image key as defined in the Game.Cache to use as the tileset.
* @return {Phaser.Tileset} The newly created tileset object.
*/
@@ -254,15 +242,15 @@ Phaser.GameObjectFactory.prototype = {
},
/**
- * Description.
- *
- * @method tilemaplayer
- * @param {number} x - X position of the new tilemapLayer.
- * @param {number} y - Y position of the new tilemapLayer.
- * @param {number} width - the width of the tilemapLayer.
- * @param {number} height - the height of the tilemapLayer.
- * @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
- */
+ * Creates a new Tilemap Layer object.
+ *
+ * @method Phaser.GameObjectFactory#tilemapLayer
+ * @param {number} x - X position of the new tilemapLayer.
+ * @param {number} y - Y position of the new tilemapLayer.
+ * @param {number} width - the width of the tilemapLayer.
+ * @param {number} height - the height of the tilemapLayer.
+ * @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
+ */
tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
@@ -270,9 +258,9 @@ Phaser.GameObjectFactory.prototype = {
},
/**
- * A dynamic initially blank canvas to which images can be drawn
+ * A dynamic initially blank canvas to which images can be drawn.
*
- * @method renderTexture
+ * @method Phaser.GameObjectFactory#renderTexture
* @param {string} key - Asset key for the render texture.
* @param {number} width - the width of the render texture.
* @param {number} height - the height of the render texture.
@@ -286,6 +274,6 @@ Phaser.GameObjectFactory.prototype = {
return texture;
- },
+ }
};
\ No newline at end of file
diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js
index 3aff9dcc..522e12cd 100644
--- a/src/physics/arcade/ArcadePhysics.js
+++ b/src/physics/arcade/ArcadePhysics.js
@@ -49,8 +49,6 @@ Phaser.Physics.Arcade = function (game) {
*/
this.OVERLAP_BIAS = 4;
- // this.TILE_OVERLAP = false;
-
/**
* @property {Phaser.QuadTree} quadTree - The world QuadTree.
*/
diff --git a/src/tilemap_old/Tile.js b/src/tilemap_old/Tile.js
deleted file mode 100644
index 069f1b46..00000000
--- a/src/tilemap_old/Tile.js
+++ /dev/null
@@ -1,183 +0,0 @@
-/**
-* @author Richard Davey
-* @copyright 2013 Photon Storm Ltd.
-* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
-* @module Phaser.Tile
-*/
-
-
-/**
-* Create a new Tile.
-*
-* @class Phaser.Tile
-* @classdesc A Tile is a single representation of a tile within a Tilemap.
-* @constructor
-* @param {Phaser.Game} game - A reference to the currently running game.
-* @param {Tilemap} tilemap - The tilemap this tile belongs to.
-* @param {number} index - The index of this tile type in the core map data.
-* @param {number} width - Width of the tile.
-* @param {number} height - Height of the tile.
-*/
-Phaser.Tile = function (game, tilemap, index, width, height) {
-
- /**
- * @property {number} mass - The virtual mass of the tile.
- * @default
- */
- this.mass = 1.0;
-
- /**
- * @property {boolean} collideNone - Indicating this Tile doesn't collide at all.
- * @default
- */
- this.collideNone = true;
-
- /**
- * @property {boolean} collideLeft - Indicating collide with any object on the left.
- * @default
- */
- this.collideLeft = false;
-
- /**
- * @property {boolean} collideRight - Indicating collide with any object on the right.
- * @default
- */
- this.collideRight = false;
-
- /**
- * @property {boolean} collideUp - Indicating collide with any object on the top.
- * @default
- */
- this.collideUp = false;
-
- /**
- * @property {boolean} collideDown - Indicating collide with any object on the bottom.
- * @default
- */
- this.collideDown = false;
-
- /**
- * @property {boolean} separateX - Enable separation at x-axis.
- * @default
- */
- this.separateX = true;
-
- /**
- * @property {boolean} separateY - Enable separation at y-axis.
- * @default
- */
- this.separateY = true;
-
- /**
- * @property {Phaser.Game} game - A reference to the currently running game.
- */
- this.game = game;
-
- /**
- * @property {boolean} tilemap - The tilemap this tile belongs to.
- */
- this.tilemap = tilemap;
-
- /**
- * @property {number} index - The index of this tile type in the core map data.
- */
- this.index = index;
-
- /**
- * @property {number} width - The width of the tile.
- */
- this.width = width;
-
- /**
- * @property {number} height - The height of the tile.
- */
- this.height = height;
-
-};
-
-Phaser.Tile.prototype = {
-
- /**
- * Clean up memory.
- * @method destroy
- */
- destroy: function () {
- this.tilemap = null;
- },
-
- /**
- * Set collision configs.
- * @method setCollision
- * @param {boolean} left - Indicating collide with any object on the left.
- * @param {boolean} right - Indicating collide with any object on the right.
- * @param {boolean} up - Indicating collide with any object on the top.
- * @param {boolean} down - Indicating collide with any object on the bottom.
- * @param {boolean} reset - Description.
- * @param {boolean} separateX - Separate at x-axis.
- * @param {boolean} separateY - Separate at y-axis.
- */
- setCollision: function (left, right, up, down, reset, separateX, separateY) {
-
- if (reset)
- {
- this.resetCollision();
- }
-
- this.separateX = separateX;
- this.separateY = separateY;
-
- this.collideNone = true;
- this.collideLeft = left;
- this.collideRight = right;
- this.collideUp = up;
- this.collideDown = down;
-
- if (left || right || up || down)
- {
- this.collideNone = false;
- }
-
- },
-
- /**
- * Reset collision status flags.
- * @method resetCollision
- */
- resetCollision: function () {
-
- this.collideNone = true;
- this.collideLeft = false;
- this.collideRight = false;
- this.collideUp = false;
- this.collideDown = false;
-
- }
-
-};
-
-Object.defineProperty(Phaser.Tile.prototype, "bottom", {
-
- /**
- * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
- * @method bottom
- * @return {number}
- **/
- get: function () {
- return this.y + this.height;
- }
-
-});
-
-Object.defineProperty(Phaser.Tile.prototype, "right", {
-
- /**
- * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
- * However it does affect the width property.
- * @method right
- * @return {number}
- **/
- get: function () {
- return this.x + this.width;
- }
-
-});
diff --git a/src/tilemap_old/Tilemap.js b/src/tilemap_old/Tilemap.js
deleted file mode 100644
index ad19fd81..00000000
--- a/src/tilemap_old/Tilemap.js
+++ /dev/null
@@ -1,530 +0,0 @@
-/**
-* @author Richard Davey
-* @copyright 2013 Photon Storm Ltd.
-* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
-* @module Phaser.Tilemap
-*/
-
-
-/**
-* Create a new Tilemap.
-* @class Phaser.Tilemap
-* @classdesc This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
-* Internally it creates a TilemapLayer for each layer in the tilemap.
-* @constructor
-* @param {Phaser.Game} game - Current game instance.
-* @param {string} key - Asset key for this map.
-* @param {object} x - Description.
-* @param {object} y - Description.
-* @param {boolean} resizeWorld - Resize the world bound automatically based on this tilemap?
-* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
-* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
-*/
-Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
-
- if (typeof resizeWorld === "undefined") { resizeWorld = true; }
- if (typeof tileWidth === "undefined") { tileWidth = 0; }
- if (typeof tileHeight === "undefined") { tileHeight = 0; }
-
- /**
- * @property {Phaser.Game} game - A reference to the currently running game.
- */
- this.game = game;
-
- /**
- * @property {Description} group - Description.
- */
- this.group = null;
-
- /**
- * @property {string} name - The user defined name given to this Description.
- * @default
- */
- this.name = '';
-
- /**
- * @property {Description} key - Description.
- */
- this.key = key;
-
- /**
- * @property {number} renderOrderID - Render iteration counter
- * @default
- */
- this.renderOrderID = 0;
-
- /**
- * @property {boolean} collisionCallback - Tilemap collision callback.
- * @default
- */
- this.collisionCallback = null;
-
- /**
- * @property {boolean} exists - Description.
- * @default
- */
- this.exists = true;
-
- /**
- * @property {boolean} visible - Description.
- * @default
- */
- this.visible = true;
-
- this.width = 0;
- this.height = 0;
-
- /**
- * @property {boolean} tiles - Description.
- * @default
- */
- this.tiles = [];
-
- /**
- * @property {boolean} layers - Description.
- * @default
- */
- this.layers = [];
-
- var map = this.game.cache.getTilemap(key);
-
- PIXI.DisplayObjectContainer.call(this);
-
- /**
- * @property {Description} position - Description.
- */
- this.position.x = x;
- this.position.y = y;
-
- /**
- * @property {Description} type - Description.
- */
- this.type = Phaser.TILEMAP;
-
- /**
- * @property {Description} renderer - Description.
- */
- this.renderer = new Phaser.TilemapRenderer(this.game);
-
- this.fixedToCamera = true;
-
- /**
- * @property {Description} mapFormat - Description.
- */
- this.mapFormat = map.format;
-
- switch (this.mapFormat)
- {
- case Phaser.Tilemap.CSV:
- this.parseCSV(map.mapData, key, tileWidth, tileHeight);
- break;
-
- case Phaser.Tilemap.JSON:
- this.parseTiledJSON(map.mapData, key);
- break;
- }
-
- if (this.currentLayer && resizeWorld)
- {
- this.game.world.setBounds(0, 0, this.width, this.heightIn);
- }
-
-};
-
-// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
-Phaser.Tilemap.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
-Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
-
-Phaser.Tilemap.CSV = 0;
-Phaser.Tilemap.JSON = 1;
-
-/**
-* Parse csv map data and generate tiles.
-*
-* @method Phaser.Tilemap.prototype.parseCSV
-* @param {string} data - CSV map data.
-* @param {string} key - Asset key for tileset image.
-* @param {number} tileWidth - Width of its tile.
-* @param {number} tileHeight - Height of its tile.
-*/
-Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) {
-
- var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
-
- // Trim any rogue whitespace from the data
- data = data.trim();
-
- var rows = data.split("\n");
-
- for (var i = 0; i < rows.length; i++)
- {
- var column = rows[i].split(",");
-
- if (column.length > 0)
- {
- layer.addColumn(column);
- }
- }
-
- layer.updateBounds();
- layer.createCanvas();
-
- var tileQuantity = layer.parseTileOffsets();
-
- this.currentLayer = layer;
- this.collisionLayer = layer;
- this.layers.push(layer);
-
- this.width = this.currentLayer.widthInPixels;
- this.height = this.currentLayer.heightInPixels;
-
- this.generateTiles(tileQuantity);
-
-};
-
-/**
-* Parse JSON map data and generate tiles.
-*
-* @method Phaser.Tilemap.prototype.parseTiledJSON
-* @param {string} data - JSON map data.
-* @param {string} key - Asset key for tileset image.
-*/
-Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
-
- for (var i = 0; i < json.layers.length; i++)
- {
- var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.JSON, json.layers[i].name, json.tilewidth, json.tileheight);
-
- // Check it's a data layer
- if (!json.layers[i].data)
- {
- continue;
- }
-
- // layer.createQuadTree(json.tilewidth * json.layers[i].width, json.tileheight * json.layers[i].height);
-
- layer.alpha = json.layers[i].opacity;
- layer.visible = json.layers[i].visible;
- layer.tileMargin = json.tilesets[0].margin;
- layer.tileSpacing = json.tilesets[0].spacing;
-
- var c = 0;
- var row;
-
- for (var t = 0; t < json.layers[i].data.length; t++)
- {
- if (c == 0)
- {
- row = [];
- }
-
- row.push(json.layers[i].data[t]);
- c++;
-
- if (c == json.layers[i].width)
- {
- layer.addColumn(row);
- c = 0;
- }
- }
-
- layer.updateBounds();
- layer.createCanvas();
-
- var tileQuantity = layer.parseTileOffsets();
-
- this.currentLayer = layer;
- this.collisionLayer = layer;
- this.layers.push(layer);
-
- if (this.currentLayer.widthInPixels > this.width)
- {
- this.width = this.currentLayer.widthInPixels;
- }
-
- if (this.currentLayer.heightInPixels > this.height)
- {
- this.height = this.currentLayer.heightInPixels;
- }
- }
-
- this.generateTiles(tileQuantity);
-
-};
-
-/**
-* Create tiles of given quantity.
-* @method Phaser.Tilemap.prototype.generateTiles
-* @param {number} qty - Quantity of tiles to be generated.
-*/
-Phaser.Tilemap.prototype.generateTiles = function (qty) {
-
- for (var i = 0; i < qty; i++)
- {
- this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
- }
-
-};
-
-/**
-* Set callback to be called when this tilemap collides.
-*
-* @method Phaser.Tilemap.prototype.setCollisionCallback
-* @param {object} context - Callback will be called with this context.
-* @param {Function} callback - Callback function.
-*/
-Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
-
- this.collisionCallbackContext = context;
- this.collisionCallback = callback;
-
-};
-
-/**
-* Set collision configs of tiles in a range index.
-*
-* @method Phaser.Tilemap.prototype.setCollisionRange
-* @param {number} start - First index of tiles.
-* @param {number} end - Last index of tiles.
-* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
-* @param {boolean} resetCollisions - Reset collision flags before set.
-* @param {boolean} separateX - Enable separate at x-axis.
-* @param {boolean} separateY - Enable separate at y-axis.
-*/
-Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
-
- if (typeof resetCollisions === "undefined") { resetCollisions = false; }
- if (typeof separateX === "undefined") { separateX = true; }
- if (typeof separateY === "undefined") { separateY = true; }
-
- for (var i = start; i < end; i++)
- {
- this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
- }
-
-};
-
-/**
-* Set collision configs of tiles with given index.
-* @param {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
-* @param {number} collision - Bit field of flags (see Tile.allowCollision).
-* @param {boolean} resetCollisions - Reset collision flags before set.
-* @param {boolean} left - Indicating collide with any object on the left.
-* @param {boolean} right - Indicating collide with any object on the right.
-* @param {boolean} up - Indicating collide with any object on the top.
-* @param {boolean} down - Indicating collide with any object on the bottom.
-* @param {boolean} separateX - Enable separate at x-axis.
-* @param {boolean} separateY - Enable separate at y-axis.
-*/
-Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
-
- if (typeof resetCollisions === "undefined") { resetCollisions = false; }
- if (typeof separateX === "undefined") { separateX = true; }
- if (typeof separateY === "undefined") { separateY = true; }
-
- for (var i = 0; i < values.length; i++)
- {
- this.tiles[values[i]].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
- }
-
-};
-
-// Tile Management
-
-/**
-* Get the tile by its index.
-* @param {number} value - Index of the tile you want to get.
-* @return {Tile} The tile with given index.
-*/
-Phaser.Tilemap.prototype.getTileByIndex = function (value) {
-
- if (this.tiles[value])
- {
- return this.tiles[value];
- }
-
- return null;
-
-};
-
-/**
-* Get the tile located at specific position and layer.
-* @param {number} x - X position of this tile located.
-* @param {number} y - Y position of this tile located.
-* @param {number} [layer] - layer of this tile located.
-* @return {Tile} The tile with specific properties.
-*/
-Phaser.Tilemap.prototype.getTile = function (x, y, layer) {
-
- if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
-
- return this.tiles[this.layers[layer].getTileIndex(x, y)];
-
-};
-
-/**
-* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
-* @param {number} x - X position of the point in target tile.
-* @param {number} y - Y position of the point in target tile.
-* @param {number} [layer] - layer of this tile located.
-* @return {Tile} The tile with specific properties.
-*/
-Phaser.Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) {
-
- if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
-
- return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
-
-};
-
-/**
-* Gets the tile underneath the Input.x/y position.
-* @param {number} layer - The layer to check, defaults to 0.
-* @return {Tile}
-*/
-Phaser.Tilemap.prototype.getTileFromInputXY = function (layer) {
-
- if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
-
- return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
-
-};
-
-/**
-* Get tiles overlaps the given object.
-* @param {GameObject} object - Tiles you want to get that overlaps this.
-* @return {array} Array with tiles information (Each contains x, y and the tile).
-*/
-Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
-
- return this.currentLayer.getTileOverlaps(object);
-
-};
-
-// COLLIDE
-
-/**
-* Check whether this tilemap collides with the given game object or group of objects.
-* @param {Function} objectOrGroup - Target object of group you want to check.
-* @param {Function} callback - This is called if objectOrGroup collides the tilemap.
-* @param {object} context - Callback will be called with this context.
-* @return {boolean} Return true if this collides with given object, otherwise return false.
-*/
-Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
-
- objectOrGroup = objectOrGroup || this.game.world.group;
- callback = callback || null;
- context = context || null;
-
- if (callback && context)
- {
- this.collisionCallback = callback;
- this.collisionCallbackContext = context;
- }
-
- if (objectOrGroup instanceof Phaser.Group)
- {
- objectOrGroup.forEachAlive(this.collideGameObject, this);
- }
- else
- {
- this.collideGameObject(objectOrGroup);
- }
-
-};
-
-/**
-* Check whether this tilemap collides with the given game object.
-* @param {GameObject} object - Target object you want to check.
-* @return {boolean} Return true if this collides with given object, otherwise return false.
-*/
-Phaser.Tilemap.prototype.collideGameObject = function (object) {
-
- if (object instanceof Phaser.Group || object instanceof Phaser.Tilemap)
- {
- return false;
- }
-
- if (object.exists && object.body.allowCollision.none == false)
- {
- this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
-
- if (this.collisionCallback && this._tempCollisionData.length > 0)
- {
- this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
- }
-
- return true;
- }
- else
- {
- return false;
- }
-
-};
-
-/**
-* Set a tile to a specific layer.
-* @param {number} x - X position of this tile.
-* @param {number} y - Y position of this tile.
-* @param {number} index - The index of this tile type in the core map data.
-* @param {number} [layer] - Which layer you want to set the tile to.
-*/
-Phaser.Tilemap.prototype.putTile = function (x, y, index, layer) {
-
- if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
-
- this.layers[layer].putTile(x, y, index);
-
-};
-
-/**
-* Calls the renderer.
-*/
-Phaser.Tilemap.prototype.update = function () {
-
- this.renderer.render(this);
-
- if (this.fixedToCamera)
- {
- // this.displayObject.position.x = this.game.camera.view.x + this.x;
- // this.displayObject.position.y = this.game.camera.view.y + this.y;
- this.position.x = this.game.camera.view.x + 0;
- this.position.y = this.game.camera.view.y + 0;
- }
-
-};
-
-/**
-* Description.
-*/
-Phaser.Tilemap.prototype.destroy = function () {
-
- this.tiles.length = 0;
- this.layers.length = 0;
-
-};
-
-/**
-* Get width in pixels.
-* @return {number}
-*/
-Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
-
- get: function () {
- return this.currentLayer.widthInPixels;
- }
-
-});
-
-/**
-* Get height in pixels.
-* @return {number}
-*/
-Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
-
- get: function () {
- return this.currentLayer.heightInPixels;
- }
-
-});
diff --git a/src/tilemap_old/TilemapLayer.js b/src/tilemap_old/TilemapLayer.js
deleted file mode 100644
index 80fd7516..00000000
--- a/src/tilemap_old/TilemapLayer.js
+++ /dev/null
@@ -1,662 +0,0 @@
-/**
-* @author Richard Davey
-* @copyright 2013 Photon Storm Ltd.
-* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
-* @module Phaser.TilemapLayer
-*/
-
-/**
-* Create a new TilemapLayer.
-* @class Phaser.TilemapLayer
-* @classdesc A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
-* @constructor
-* @param parent {Tilemap} The tilemap that contains this layer.
-* @param id {number} The ID of this layer within the Tilemap array.
-* @param key {string} Asset key for this map.
-* @param mapformat {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
-* @param name {string} Name of this layer, so you can get this layer by its name.
-* @param tileWidth {number} Width of tiles in this map.
-* @param tileHeight {number} Height of tiles in this map.
-*/
-Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, tileHeight) {
-
- /**
- * @property {boolean} exists - Controls whether update() and draw() are automatically called.
- * @default
- */
- this.exists = true;
-
- /**
- * @property {boolean} visible - Controls whether draw() are automatically called.
- * @default
- */
- this.visible = true;
-
- /**
- * How many tiles in each row.
- * Read-only variable, do NOT recommend changing after the map is loaded!
- * @property {number} widthInTiles
- * @default
- */
- this.widthInTiles = 0;
-
- /**
- * How many tiles in each column.
- * Read-only variable, do NOT recommend changing after the map is loaded!
- * @property {number} heightInTiles
- * @default
- */
- this.heightInTiles = 0;
-
- /**
- * Read-only variable, do NOT recommend changing after the map is loaded!
- * @property {number} widthInPixels
- * @default
- */
- this.widthInPixels = 0;
-
- /**
- * Read-only variable, do NOT recommend changing after the map is loaded!
- * @property {number} heightInPixels
- * @default
- */
- this.heightInPixels = 0;
-
- /**
- * Distance between REAL tiles to the tileset texture bound.
- * @property {number} tileMargin
- * @default
- */
- this.tileMargin = 0;
-
- /**
- * Distance between every 2 neighbor tile in the tileset texture.
- * @property {number} tileSpacing
- * @default
- */
- this.tileSpacing = 0;
-
- /**
- * @property {Description} parent - Description.
- */
- this.parent = parent;
-
- /**
- * @property {Phaser.Game} game - Description.
- */
- this.game = parent.game;
-
- /**
- * @property {Description} ID - Description.
- */
- this.ID = id;
-
- /**
- * @property {Description} name - Description.
- */
- this.name = name;
-
- /**
- * @property {Description} key - Description.
- */
- this.key = key;
-
- /**
- * @property {Description} type - Description.
- */
- this.type = Phaser.TILEMAPLAYER;
-
- /**
- * @property {tileWidth} mapFormat - Description.
- */
- this.mapFormat = mapFormat;
-
- /**
- * @property {Description} tileWidth - Description.
- */
- this.tileWidth = tileWidth;
-
- /**
- * @property {Description} tileHeight - Description.
- */
- this.tileHeight = tileHeight;
-
- /**
- * @property {Phaser.Rectangle} boundsInTiles - Description.
- */
- this.boundsInTiles = new Phaser.Rectangle();
-
- var map = this.game.cache.getTilemap(key);
-
- /**
- * @property {Description} tileset - Description.
- */
- this.tileset = map.data;
-
- /**
- * @property {Description} _alpha - Description.
- * @private
- * @default
- */
- this._alpha = 1;
-
- /**
- * @property {Description} canvas - Description.
- * @default
- */
- this.canvas = null;
-
- /**
- * @property {Description} context - Description.
- * @default
- */
- this.context = null;
-
- /**
- * @property {Description} baseTexture - Description.
- * @default
- */
- this.baseTexture = null;
-
- /**
- * @property {Description} texture - Description.
- * @default
- */
- this.texture = null;
-
- /**
- * @property {Description} sprite - Description.
- * @default
- */
- this.sprite = null;
-
- /**
- * @property {array} mapData - Description.
- */
- this.mapData = [];
-
- /**
- * @property {array} _tempTileBlock - Description.
- * @private
- */
- this._tempTileBlock = [];
-
- /**
- * @property {array} _tempBlockResults - Description.
- * @private
- *
- */
- this._tempBlockResults = [];
-
-};
-
-Phaser.TilemapLayer.prototype = {
-
- /**
- * Set a specific tile with its x and y in tiles.
- * @method putTileWorldXY
- * @param {number} x - X position of this tile in world coordinates.
- * @param {number} y - Y position of this tile in world coordinates.
- * @param {number} index - The index of this tile type in the core map data.
- */
- putTileWorldXY: function (x, y, index) {
-
- x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
- y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
-
- if (y >= 0 && y < this.mapData.length)
- {
- if (x >= 0 && x < this.mapData[y].length)
- {
- this.mapData[y][x] = index;
- }
- }
-
- },
-
- /**
- * Set a specific tile with its x and y in tiles.
- * @method putTile
- * @param {number} x - X position of this tile.
- * @param {number} y - Y position of this tile.
- * @param {number} index - The index of this tile type in the core map data.
- */
- putTile: function (x, y, index) {
-
- if (y >= 0 && y < this.mapData.length)
- {
- if (x >= 0 && x < this.mapData[y].length)
- {
- this.mapData[y][x] = index;
- }
- }
-
- },
-
- /**
- * Swap tiles with 2 kinds of indexes.
- * @method swapTile
- * @param {number} tileA - First tile index.
- * @param {number} tileB - Second tile index.
- * @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
- * @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
- * @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
- * @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
- */
- swapTile: function (tileA, tileB, x, y, width, height) {
-
- x = x || 0;
- y = y || 0;
- width = width || this.widthInTiles;
- height = height || this.heightInTiles;
-
- this.getTempBlock(x, y, width, height);
-
- for (var r = 0; r < this._tempTileBlock.length; r++)
- {
- // First sweep marking tileA as needing a new index
- if (this._tempTileBlock[r].tile.index == tileA)
- {
- this._tempTileBlock[r].newIndex = true;
- }
-
- // In the same pass we can swap tileB to tileA
- if (this._tempTileBlock[r].tile.index == tileB)
- {
- this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
- }
- }
-
- for (var r = 0; r < this._tempTileBlock.length; r++)
- {
- // And now swap our newIndex tiles for tileB
- if (this._tempTileBlock[r].newIndex == true)
- {
- this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
- }
- }
-
- },
-
- /**
- * Fill a tile block with a specific tile index.
- * @method fillTile
- * @param {number} index - Index of tiles you want to fill with.
- * @param {number} [x] - X position (in tiles) of block's left-top corner.
- * @param {number} [y] - Y position (in tiles) of block's left-top corner.
- * @param {number} [width] - width of block.
- * @param {number} [height] - height of block.
- */
- fillTile: function (index, x, y, width, height) {
-
- x = x || 0;
- y = y || 0;
- width = width || this.widthInTiles;
- height = height || this.heightInTiles;
-
- this.getTempBlock(x, y, width, height);
-
- for (var r = 0; r < this._tempTileBlock.length; r++)
- {
- this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
- }
-
- },
-
- /**
- * Set random tiles to a specific tile block.
- * @method randomiseTiles
- * @param {number[]} tiles - Tiles with indexes in this array will be randomly set to the given block.
- * @param {number} [x] - X position (in tiles) of block's left-top corner.
- * @param {number} [y] - Y position (in tiles) of block's left-top corner.
- * @param {number} [width] - width of block.
- * @param {number} [height] - height of block.
- */
- randomiseTiles: function (tiles, x, y, width, height) {
-
- x = x || 0;
- y = y || 0;
- width = width || this.widthInTiles;
- height = height || this.heightInTiles;
-
- this.getTempBlock(x, y, width, height);
-
- for (var r = 0; r < this._tempTileBlock.length; r++)
- {
- this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles);
- }
-
- },
-
- /**
- * Replace one kind of tiles to another kind.
- * @method replaceTile
- * @param {number} tileA - First tile index.
- * @param {number} tileB - Second tile index.
- * @param {number} [x] - X position (in tiles) of block's left-top corner.
- * @param {number} [y] - Y position (in tiles) of block's left-top corner.
- * @param {number} [width] - width of block.
- * @param {number} [height] - height of block.
- */
- replaceTile: function (tileA, tileB, x, y, width, height) {
-
- x = x || 0;
- y = y || 0;
- width = width || this.widthInTiles;
- height = height || this.heightInTiles;
-
- this.getTempBlock(x, y, width, height);
-
- for (var r = 0; r < this._tempTileBlock.length; r++)
- {
- if (this._tempTileBlock[r].tile.index == tileA)
- {
- this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
- }
- }
-
- },
-
- /**
- * Get a tile block with specific position and size (both are in tiles).
- * @method getTileBlock
- * @param {number} [x] - X position (in tiles) of block's left-top corner.
- * @param {number} [y] - Y position (in tiles) of block's left-top corner.
- * @param {number} [width] - width of block.
- * @param {number} [height] - height of block.
- */
- getTileBlock: function (x, y, width, height) {
-
- var output = [];
-
- this.getTempBlock(x, y, width, height);
-
- for (var r = 0; r < this._tempTileBlock.length; r++)
- {
- output.push({
- x: this._tempTileBlock[r].x,
- y: this._tempTileBlock[r].y,
- tile: this._tempTileBlock[r].tile
- });
- }
-
- return output;
-
- },
-
- /**
- * Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile)
- * @method getTileFromWorldXY
- * @param {number} [x] - X position (in tiles) of block's left-top corner.
- * @param {number} [y] - Y position (in tiles) of block's left-top corner.
- */
- getTileFromWorldXY: function (x, y) {
-
- x = Phaser.Math.snapToFloor(x, this.tileWidth) / this.tileWidth;
- y = Phaser.Math.snapToFloor(y, this.tileHeight) / this.tileHeight;
-
- return this.getTileIndex(x, y);
-
- },
-
- /**
- * Get tiles overlaps the given object.
- * @method getTileOverlaps
- * @param {GameObject} object - Tiles you want to get that overlaps this.
- * @return {array} Array with tiles informations (each contains x, y, and the tile).
- */
- getTileOverlaps: function (object) {
-
- this._tempBlockResults.length = 0;
-
- // If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
- if (object.body.x < 0 || object.body.x > this.widthInPixels || object.body.y < 0 || object.body.bottom > this.heightInPixels)
- {
- return this._tempBlockResults;
- }
-
- // What tiles do we need to check against?
- this._tempTileX = this.game.math.snapToFloor(object.body.x, this.tileWidth) / this.tileWidth;
- this._tempTileY = this.game.math.snapToFloor(object.body.y, this.tileHeight) / this.tileHeight;
- this._tempTileW = (this.game.math.snapToCeil(object.body.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
- this._tempTileH = (this.game.math.snapToCeil(object.body.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
-
- // Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
- this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
-
- for (var r = 0; r < this._tempTileBlock.length; r++)
- {
- // separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY)
- if (this.game.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY))
- {
- this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
- }
- }
-
- return this._tempBlockResults;
-
- },
-
- /**
- * Get a tile block with its position and size (this method does not return, it'll set result to _tempTileBlock).
- * @method getTempBlock
- * @param {number} [x] - X position (in tiles) of block's left-top corner.
- * @param {number} [y] - Y position (in tiles) of block's left-top corner.
- * @param {number} [width] - width of block.
- * @param {number} [height] - height of block.
- * @param {boolean} collisionOnly - Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
- */
- getTempBlock: function (x, y, width, height, collisionOnly) {
-
- if (typeof collisionOnly === "undefined") { collisionOnly = false; }
-
- if (x < 0)
- {
- x = 0;
- }
-
- if (y < 0)
- {
- y = 0;
- }
-
- if (width > this.widthInTiles)
- {
- width = this.widthInTiles;
- }
-
- if (height > this.heightInTiles)
- {
- height = this.heightInTiles;
- }
-
- this._tempTileBlock = [];
-
- for (var ty = y; ty < y + height; ty++)
- {
- for (var tx = x; tx < x + width; tx++)
- {
- if (collisionOnly)
- {
- // We only want to consider the tile for checking if you can actually collide with it
- if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].collideNone == false)
- {
- this._tempTileBlock.push({
- x: tx,
- y: ty,
- tile: this.parent.tiles[this.mapData[ty][tx]]
- });
- }
- }
- else
- {
- if (this.mapData[ty] && this.mapData[ty][tx])
- {
- this._tempTileBlock.push({
- x: tx,
- y: ty,
- tile: this.parent.tiles[this.mapData[ty][tx]]
- });
- }
- }
- }
- }
- },
-
- /**
- * Get the tile index of specific position (in tiles).
- * @method getTileIndex
- * @param {number} x - X position of the tile.
- * @param {number} y - Y position of the tile.
- * @return {number} Index of the tile at that position. Return null if there isn't a tile there.
- */
- getTileIndex: function (x, y) {
-
- if (y >= 0 && y < this.mapData.length)
- {
- if (x >= 0 && x < this.mapData[y].length)
- {
- return this.mapData[y][x];
- }
- }
-
- return null;
-
- },
-
- /**
- * Add a column of tiles into the layer.
- * @method addColumn
- * @param {string[]|number[]} column - An array of tile indexes to be added.
- */
- addColumn: function (column) {
-
- var data = [];
-
- for (var c = 0; c < column.length; c++)
- {
- data[c] = parseInt(column[c]);
- }
-
- if (this.widthInTiles == 0)
- {
- this.widthInTiles = data.length;
- this.widthInPixels = this.widthInTiles * this.tileWidth;
- }
-
- this.mapData.push(data);
-
- this.heightInTiles++;
- this.heightInPixels += this.tileHeight;
-
- },
-
- /**
- * Description.
- * @method createCanvas
- */
- createCanvas: function () {
-
- var width = this.game.width;
- var height = this.game.height;
-
- if (this.widthInPixels < width)
- {
- width = this.widthInPixels;
- }
-
- if (this.heightInPixels < height)
- {
- height = this.heightInPixels;
- }
-
- this.canvas = Phaser.Canvas.create(width, height);
- this.context = this.canvas.getContext('2d');
-
- this.baseTexture = new PIXI.BaseTexture(this.canvas);
- this.texture = new PIXI.Texture(this.baseTexture);
- this.sprite = new PIXI.Sprite(this.texture);
-
- this.parent.addChild(this.sprite);
-
- },
-
- createQuadTree: function (width, height) {
-
- this.quadTree = new Phaser.QuadTree(this, 0, 0, width, height, 20, 4);
-
- },
-
- /**
- * Update boundsInTiles with widthInTiles and heightInTiles.
- * @method updateBounds
- */
- updateBounds: function () {
-
- this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
-
- },
-
- /**
- * Parse tile offsets from map data.
- * Basically this creates a large array of objects that contain the x/y coordinates to grab each tile from
- * for the entire map. Yes we could calculate this at run-time by using the tile index and some math, but we're
- * trading a quite small bit of memory here to not have to process that in our main render loop.
- * @method parseTileOffsets
- * @return {number} Length of tileOffsets array.
- */
- parseTileOffsets: function () {
-
- this.tileOffsets = [];
-
- var i = 0;
-
- if (this.mapFormat == Phaser.Tilemap.JSON)
- {
- // For some reason Tiled counts from 1 not 0
- this.tileOffsets[0] = null;
- i = 1;
- }
-
- for (var ty = this.tileMargin; ty < this.tileset.height; ty += (this.tileHeight + this.tileSpacing))
- {
- for (var tx = this.tileMargin; tx < this.tileset.width; tx += (this.tileWidth + this.tileSpacing))
- {
- this.tileOffsets[i] = {
- x: tx,
- y: ty
- };
- i++;
- }
- }
-
- return this.tileOffsets.length;
-
- }
-
-};
-
-/**
-* Get
-* @return {Description}
-*//**
-* Set
-* @param {Description} value - Description.
-*/
-Object.defineProperty(Phaser.TilemapLayer.prototype, 'alpha', {
-
- get: function() {
- return this._alpha;
- },
-
- set: function(value) {
-
- if (this.sprite)
- {
- this.sprite.alpha = value;
- }
-
- this._alpha = value;
- }
-
-});
diff --git a/src/tilemap_old/TilemapRenderer.js b/src/tilemap_old/TilemapRenderer.js
deleted file mode 100644
index b37dfbc4..00000000
--- a/src/tilemap_old/TilemapRenderer.js
+++ /dev/null
@@ -1,239 +0,0 @@
-/**
-* @author Richard Davey
-* @copyright 2013 Photon Storm Ltd.
-* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
-* @module Phaser.TilemapRenderer
-*/
-
-/**
-* Tilemap renderer.
-*
-* @class Phaser.TilemapRenderer
-* @constructor
-* @param {Phaser.Game} game - A reference to the currently running game.
-*/
-Phaser.TilemapRenderer = function (game) {
-
- /**
- * @property {Phaser.Game} game - A reference to the currently running game.
- */
- this.game = game;
-
- /**
- * @property {number} _ga - Local rendering related temp vars to help avoid gc spikes through constant var creation.
- * @private
- * @default
- */
- this._ga = 1;
-
- /**
- * @property {number} _dx - Description.
- * @private
- * @default
- */
- this._dx = 0;
-
- /**
- * @property {number} _dy - Description.
- * @private
- * @default
- */
- this._dy = 0;
-
- /**
- * @property {number} _dw - Description.
- * @private
- * @default
- */
- this._dw = 0;
-
- /**
- * @property {number} _dh - Description.
- * @private
- * @default
- */
- this._dh = 0;
-
- /**
- * @property {number} _tx - Description.
- * @private
- * @default
- */
- this._tx = 0;
-
- /**
- * @property {number} _ty - Description.
- * @private
- * @default
- */
- this._ty = 0;
-
- /**
- * @property {number} _tl - Description.
- * @private
- * @default
- */
- this._tl = 0;
-
- /**
- * @property {number} _maxX - Description.
- * @private
- * @default
- */
- this._maxX = 0;
-
- /**
- * @property {number} _maxY - Description.
- * @private
- * @default
- */
- this._maxY = 0;
-
- /**
- * @property {number} _startX - Description.
- * @private
- * @default
- */
- this._startX = 0;
-
- /**
- * @property {number} _startY - Description.
- * @private
- * @default
- */
- this._startY = 0;
-
-};
-
-Phaser.TilemapRenderer.prototype = {
-
- /**
- * Render a tilemap to a canvas.
- * @method render
- * @param tilemap {Tilemap} The tilemap data to render.
- * @return {boolean} Description.
- */
- render: function (tilemap) {
-
- // Loop through the layers
- this._tl = tilemap.layers.length;
-
- for (var i = 0; i < this._tl; i++)
- {
- if (tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1)
- {
- continue;
- }
-
- var layer = tilemap.layers[i];
-
- // Work out how many tiles we can fit into our canvas and round it up for the edges
- this._maxX = this.game.math.ceil(layer.canvas.width / layer.tileWidth) + 1;
- this._maxY = this.game.math.ceil(layer.canvas.height / layer.tileHeight) + 1;
-
- // And now work out where in the tilemap the camera actually is
- this._startX = this.game.math.floor(this.game.camera.x / layer.tileWidth);
- this._startY = this.game.math.floor(this.game.camera.y / layer.tileHeight);
-
- // Tilemap bounds check
- if (this._startX < 0)
- {
- this._startX = 0;
- }
-
- if (this._startY < 0)
- {
- this._startY = 0;
- }
-
- if (this._maxX > layer.widthInTiles)
- {
- this._maxX = layer.widthInTiles;
- }
-
- if (this._maxY > layer.heightInTiles)
- {
- this._maxY = layer.heightInTiles;
- }
-
- if (this._startX + this._maxX > layer.widthInTiles)
- {
- this._startX = layer.widthInTiles - this._maxX;
- }
-
- if (this._startY + this._maxY > layer.heightInTiles)
- {
- this._startY = layer.heightInTiles - this._maxY;
- }
-
- // Finally get the offset to avoid the blocky movement
- this._dx = -(this.game.camera.x - (this._startX * layer.tileWidth));
- this._dy = -(this.game.camera.y - (this._startY * layer.tileHeight));
-
- this._tx = this._dx;
- this._ty = this._dy;
-
- // Alpha
- if (layer.alpha !== 1)
- {
- this._ga = layer.context.globalAlpha;
- layer.context.globalAlpha = layer.alpha;
- }
-
- layer.context.clearRect(0, 0, layer.canvas.width, layer.canvas.height);
-
- for (var row = this._startY; row < this._startY + this._maxY; row++)
- {
- this._columnData = layer.mapData[row];
-
- for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
- {
- if (layer.tileOffsets[this._columnData[tile]])
- {
- layer.context.drawImage(
- layer.tileset,
- layer.tileOffsets[this._columnData[tile]].x,
- layer.tileOffsets[this._columnData[tile]].y,
- layer.tileWidth,
- layer.tileHeight,
- this._tx,
- this._ty,
- layer.tileWidth,
- layer.tileHeight
- );
-
- if (tilemap.tiles[this._columnData[tile]].collideNone == false)
- {
- layer.context.fillStyle = 'rgba(255,255,0,0.5)';
- layer.context.fillRect(this._tx, this._ty, layer.tileWidth, layer.tileHeight);
- }
- }
-
-
- this._tx += layer.tileWidth;
-
- }
-
- this._tx = this._dx;
- this._ty += layer.tileHeight;
-
- }
-
- if (this._ga > -1)
- {
- layer.context.globalAlpha = this._ga;
- }
-
- // Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
- if (this.game.renderType == Phaser.WEBGL)
- {
- PIXI.texturesToUpdate.push(layer.baseTexture);
- }
-
- }
-
- return true;
-
- }
-
-};
\ No newline at end of file
| | |