Updated docs and more tidying up.

This commit is contained in:
photonstorm
2013-10-25 17:30:37 +01:00
parent 9f9e6a2a57
commit 65d2bf557b
153 changed files with 12355 additions and 14922 deletions
+322 -77
View File
@@ -226,6 +226,10 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -344,82 +348,18 @@
<ul class="dropdown-menu ">
<li>
<a href="global.html#audio">audio</a>
</li>
<li>
<a href="global.html#bitmapText">bitmapText</a>
</li>
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#button">button</a>
</li>
<li>
<a href="global.html#child">child</a>
</li>
<li>
<a href="global.html#emitter">emitter</a>
</li>
<li>
<a href="global.html#existing.">existing.</a>
</li>
<li>
<a href="global.html#graphics">graphics</a>
</li>
<li>
<a href="global.html#group">group</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#renderTexture">renderTexture</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
<li>
<a href="global.html#sprite">sprite</a>
</li>
<li>
<a href="global.html#text">text</a>
</li>
<li>
<a href="global.html#tilemap">tilemap</a>
</li>
<li>
<a href="global.html#tilemaplayer">tilemaplayer</a>
</li>
<li>
<a href="global.html#tileset">tileset</a>
</li>
<li>
<a href="global.html#tileSprite">tileSprite</a>
</li>
<li>
<a href="global.html#tween">tween</a>
</li>
</ul>
</li>
@@ -441,87 +381,321 @@
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">Phaser.Physics.Arcade.Body = function (sprite) {
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
* the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
*
* @class Phaser.Physics.Arcade.Body
* @classdesc Arcade Physics Body Constructor
* @constructor
* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
*/
Phaser.Physics.Arcade.Body = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = sprite.game;
/**
* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
*/
this.offset = new Phaser.Point;
/**
* @property {number} x - The x position of the physics body.
* @readonly
*/
this.x = sprite.x;
/**
* @property {number} y - The y position of the physics body.
* @readonly
*/
this.y = sprite.y;
/**
* @property {number} preX - The previous x position of the physics body.
* @readonly
*/
this.preX = sprite.x;
/**
* @property {number} preY - The previous y position of the physics body.
* @readonly
*/
this.preY = sprite.y;
/**
* @property {number} preRotation - The previous rotation of the physics body.
* @readonly
*/
this.preRotation = sprite.angle;
/**
* @property {number} screenX - The x position of the physics body translated to screen space.
* @readonly
*/
this.screenX = sprite.x;
/**
* @property {number} screenY - The y position of the physics body translated to screen space.
* @readonly
*/
this.screenY = sprite.y;
// un-scaled original size
/**
* @property {number} sourceWidth - The un-scaled original size.
* @readonly
*/
this.sourceWidth = sprite.currentFrame.sourceSizeW;
/**
* @property {number} sourceHeight - The un-scaled original size.
* @readonly
*/
this.sourceHeight = sprite.currentFrame.sourceSizeH;
// calculated (scaled) size
/**
* @property {number} width - The calculated width of the physics body.
*/
this.width = sprite.currentFrame.sourceSizeW;
/**
* @property .numInternal ID cache
*/
this.height = sprite.currentFrame.sourceSizeH;
/**
* @property {number} halfWidth - The calculated width / 2 of the physics body.
*/
this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
/**
* @property {number} halfHeight - The calculated height / 2 of the physics body.
*/
this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
// Scale value cache
/**
* @property {number} _sx - Internal cache var.
* @private
*/
this._sx = sprite.scale.x;
/**
* @property {number} _sy - Internal cache var.
* @private
*/
this._sy = sprite.scale.y;
/**
* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
*/
this.velocity = new Phaser.Point;
/**
* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
*/
this.acceleration = new Phaser.Point;
/**
* @property {Phaser.Point} drag - The drag applied to the motion of the Body.
*/
this.drag = new Phaser.Point;
/**
* @property {Phaser.Point} gravity - A private Gravity setting for the Body.
*/
this.gravity = new Phaser.Point;
/**
* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
*/
this.bounce = new Phaser.Point;
/**
* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
* @default
*/
this.maxVelocity = new Phaser.Point(10000, 10000);
/**
* @property {number} angularVelocity - The angular velocity in pixels per second sq. of the Body.
* @default
*/
this.angularVelocity = 0;
/**
* @property {number} angularAcceleration - The angular acceleration in pixels per second sq. of the Body.
* @default
*/
this.angularAcceleration = 0;
/**
* @property {number} angularDrag - The angular drag applied to the rotation of the Body.
* @default
*/
this.angularDrag = 0;
/**
* @property {number} maxAngular - The maximum angular velocity in pixels per second sq. that the Body can reach.
* @default
*/
this.maxAngular = 1000;
/**
* @property {number} mass - The mass of the Body.
* @default
*/
this.mass = 1;
/**
* @property {boolean} skipQuadTree - If the Body is an irregular shape you can set this to true to avoid it being added to the World quad tree.
* @default
*/
this.skipQuadTree = false;
/**
* @property {Array} quadTreeIDs - Internal ID cache.
* @protected
*/
this.quadTreeIDs = [];
/**
* @property {number} quadTreeIndex - Internal ID cache.
* @protected
*/
this.quadTreeIndex = -1;
// Allow collision
/**
* Set the allowCollision properties to control which directions collision is processed for this Body.
* For example allowCollision.up = false means it won't collide when the collision happened while moving up.
* @property {object} allowCollision - An object containing allowed collision.
*/
this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
/**
* This object is populated with boolean values when the Body collides with another.
* touching.up = true means the collision happened to the top of this Body for example.
* @property {object} touching - An object containing touching results.
*/
this.touching = { none: true, up: false, down: false, left: false, right: false };
/**
* This object is populated with previous touching values from the bodies previous collision.
* @property {object} wasTouching - An object containing previous touching results.
*/
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
/**
* @property {number} facing - A const reference to the direction the Body is traveling or facing.
* @default
*/
this.facing = Phaser.NONE;
/**
* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.
* @default
*/
this.immovable = false;
/**
* @property {boolean} moves - Set to true to allow the Physics system to move this Body, other false to move it manually.
* @default
*/
this.moves = true;
/**
* @property {number} rotation - The amount the Body is rotated.
* @default
*/
this.rotation = 0;
/**
* @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)
* @default
*/
this.allowRotation = true;
/**
* @property {boolean} allowGravity - Allow this Body to be influenced by the global Gravity?
* @default
*/
this.allowGravity = true;
// These two flags allow you to disable the custom separation that takes place
// Used in combination with your own collision processHandler you can create whatever
// type of collision response you need.
/**
* This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* @property {boolean} customSeparateX - Use a custom separation system or the built-in one?
* @default
*/
this.customSeparateX = false;
/**
* This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
* Used in combination with your own collision processHandler you can create whatever type of collision response you need.
* @property {boolean} customSeparateY - Use a custom separation system or the built-in one?
* @default
*/
this.customSeparateY = false;
// When this body collides with another the amount of overlap is stored in here
// These values are useful if you want to provide your own custom separation logic.
/**
* When this body collides with another, the amount of overlap is stored here.
* @property {number} overlapX - The amount of horizontal overlap during the collision.
*/
this.overlapX = 0;
/**
* When this body collides with another, the amount of overlap is stored here.
* @property {number} overlapY - The amount of vertical overlap during the collision.
*/
this.overlapY = 0;
/**
* @property {Phaser.Rectangle} hullX - The dynamically calculated hull used during collision.
*/
this.hullX = new Phaser.Rectangle();
/**
* @property {Phaser.Rectangle} hullY - The dynamically calculated hull used during collision.
*/
this.hullY = new Phaser.Rectangle();
// If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true
/**
* If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.
* @property {boolean} embedded - Body embed value.
*/
this.embedded = false;
/**
* A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
*/
this.collideWorldBounds = false;
};
Phaser.Physics.Arcade.Body.prototype = {
/**
* Internal method.
*
* @method Phaser.Physics.Arcade#updateBounds
* @protected
*/
updateBounds: function (centerX, centerY, scaleX, scaleY) {
if (scaleX != this._sx || scaleY != this._sy)
@@ -536,6 +710,12 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade#preUpdate
* @protected
*/
preUpdate: function () {
// Store and reset collision flags
@@ -574,8 +754,7 @@ Phaser.Physics.Arcade.Body.prototype = {
this.checkWorldBounds();
}
this.updateHulls();
}
this.updateHulls();Array }
if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
{
@@ -586,6 +765,12 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade#postUpdate
* @protected
*/
postUpdate: function () {
// Calculate forward-facing edge
@@ -626,6 +811,12 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade#updateHulls
* @protected
*/
updateHulls: function () {
this.hullX.setTo(this.x, this.preY, this.width, this.height);
@@ -633,6 +824,12 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Internal method.
*
* @method Phaser.Physics.Arcade#checkWorldBounds
* @protected
*/
checkWorldBounds: function () {
if (this.x &lt; this.game.world.bounds.x)
@@ -659,6 +856,17 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* 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.
*
* @method Phaser.Physics.Arcade#setSize
* @param {number} width - The width of the Body.
* @param {number} height - The height of the Body.
* @param {number} offsetX - The X offset of the Body from the Sprite position.
* @param {number} offsetY - The Y offset of the Body from the Sprite position.
*/
setSize: function (width, height, offsetX, offsetY) {
offsetX = offsetX || this.offset.x;
@@ -674,6 +882,11 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Resets all Body values (velocity, acceleration, rotation, etc)
*
* @method Phaser.Physics.Arcade#reset
*/
reset: function () {
this.velocity.setTo(0, 0);
@@ -691,18 +904,42 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Returns the absolute delta x value.
*
* @method Phaser.Physics.Arcade.Body#deltaAbsX
* @return {number} The absolute delta value.
*/
deltaAbsX: function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
},
/**
* Returns the absolute delta y value.
*
* @method Phaser.Physics.Arcade.Body#deltaAbsY
* @return {number} The absolute delta value.
*/
deltaAbsY: function () {
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
},
/**
* Returns the delta x value.
*
* @method Phaser.Physics.Arcade.Body#deltaX
* @return {number} The delta value.
*/
deltaX: function () {
return this.x - this.preX;
},
/**
* Returns the delta y value.
*
* @method Phaser.Physics.Arcade.Body#deltaY
* @return {number} The delta value.
*/
deltaY: function () {
return this.y - this.preY;
},
@@ -713,6 +950,10 @@ Phaser.Physics.Arcade.Body.prototype = {
};
/**
* @name Phaser.Physics.Arcade.Body#bottom
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
/**
@@ -744,6 +985,10 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
});
/**
* @name Phaser.Physics.Arcade.Body#right
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
*/
Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
/**
@@ -797,7 +1042,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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