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
+35 -107
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>
@@ -448,7 +388,7 @@
*/
/**
* 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
@@ -471,20 +411,8 @@ 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.
*/
@@ -497,7 +425,7 @@ 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.
@@ -513,7 +441,7 @@ 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.
@@ -530,7 +458,7 @@ 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.
*/
@@ -543,7 +471,7 @@ 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.
@@ -557,7 +485,7 @@ 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.
@@ -572,7 +500,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new &lt;code>TileSprite&lt;/code>.
*
* @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.
@@ -590,7 +518,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new &lt;code>Text&lt;/code>.
*
* @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.
@@ -606,7 +534,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new &lt;code>Button&lt;/code> 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.
@@ -626,7 +554,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* Creates a new &lt;code>Graphics&lt;/code> 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.
@@ -642,7 +570,7 @@ 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.
@@ -657,7 +585,7 @@ Phaser.GameObjectFactory.prototype = {
/**
* * Create a new &lt;code>BitmapText&lt;/code>.
*
* @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.
@@ -671,9 +599,9 @@ 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.
*/
@@ -684,9 +612,9 @@ 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.
*/
@@ -697,15 +625,15 @@ 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));
@@ -713,9 +641,9 @@ 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.
@@ -729,7 +657,7 @@ Phaser.GameObjectFactory.prototype = {
return texture;
},
}
};</pre>
</article>
@@ -752,7 +680,7 @@ Phaser.GameObjectFactory.prototype = {
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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