mirror of
https://github.com/wassname/phaser.git
synced 2026-06-28 16:20:37 +08:00
Updated docs and more tidying up.
This commit is contained in:
+35
-107
@@ -226,6 +226,10 @@
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li>
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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@@ -344,82 +348,18 @@
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<ul class="dropdown-menu ">
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<li>
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<a href="global.html#audio">audio</a>
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</li>
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<li>
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<a href="global.html#bitmapText">bitmapText</a>
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</li>
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<li>
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<a href="global.html#bottom">bottom</a>
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</li>
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<li>
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<a href="global.html#button">button</a>
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</li>
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<li>
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<a href="global.html#child">child</a>
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</li>
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<li>
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<a href="global.html#emitter">emitter</a>
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</li>
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<li>
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<a href="global.html#existing.">existing.</a>
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</li>
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<li>
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<a href="global.html#graphics">graphics</a>
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</li>
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<li>
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<a href="global.html#group">group</a>
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</li>
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<li>
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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<li>
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<a href="global.html#renderTexture">renderTexture</a>
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</li>
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<li>
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<a href="global.html#right">right</a>
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</li>
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<li>
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<a href="global.html#sprite">sprite</a>
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</li>
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<li>
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<a href="global.html#text">text</a>
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</li>
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<li>
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<a href="global.html#tilemap">tilemap</a>
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</li>
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<li>
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<a href="global.html#tilemaplayer">tilemaplayer</a>
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</li>
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<li>
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<a href="global.html#tileset">tileset</a>
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</li>
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<li>
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<a href="global.html#tileSprite">tileSprite</a>
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</li>
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<li>
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<a href="global.html#tween">tween</a>
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</li>
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</ul>
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</li>
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@@ -448,7 +388,7 @@
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*/
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/**
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* Description.
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* The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.
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*
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* @class Phaser.GameObjectFactory
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* @constructor
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@@ -471,20 +411,8 @@ Phaser.GameObjectFactory = function (game) {
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Phaser.GameObjectFactory.prototype = {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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* @default
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*/
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game: null,
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/**
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* @property {Phaser.World} world - A reference to the game world.
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* @default
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*/
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world: null,
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/**
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* Description.
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* @method existing.
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* Adds an existing object to the game world.
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* @method Phaser.GameObjectFactory#existing
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* @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object..
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* @return {*} The child that was added to the Group.
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*/
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@@ -497,7 +425,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @method sprite
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* @method Phaser.GameObjectFactory#sprite
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* @param {number} x - X position of the new sprite.
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* @param {number} y - Y position of the new sprite.
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* @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.
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@@ -513,7 +441,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
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*
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* @method child
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* @method Phaser.GameObjectFactory#child
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* @param {Phaser.Group} group - The Group to add this child to.
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* @param {number} x - X position of the new sprite.
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* @param {number} y - Y position of the new sprite.
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@@ -530,7 +458,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
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*
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* @method tween
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* @method Phaser.GameObjectFactory#tween
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* @param {object} obj - Object the tween will be run on.
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* @return {Phaser.Tween} Description.
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*/
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@@ -543,7 +471,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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*
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* @method group
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* @method Phaser.GameObjectFactory#group
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* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
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* @return {Phaser.Group} The newly created group.
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@@ -557,7 +485,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Creates a new instance of the Sound class.
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*
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* @method audio
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* @method Phaser.GameObjectFactory#audio
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} volume - The volume at which the sound will be played.
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* @param {boolean} loop - Whether or not the sound will loop.
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@@ -572,7 +500,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Creates a new <code>TileSprite</code>.
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*
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* @method tileSprite
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* @method Phaser.GameObjectFactory#tileSprite
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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@@ -590,7 +518,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Creates a new <code>Text</code>.
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*
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* @method text
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* @method Phaser.GameObjectFactory#text
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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@@ -606,7 +534,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Creates a new <code>Button</code> object.
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*
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* @method button
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* @method Phaser.GameObjectFactory#button
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* @param {number} [x] X position of the new button object.
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* @param {number} [y] Y position of the new button object.
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* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
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@@ -626,7 +554,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* Creates a new <code>Graphics</code> object.
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*
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* @method graphics
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* @method Phaser.GameObjectFactory#graphics
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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* @return {Phaser.Graphics} The newly created graphics object.
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@@ -642,7 +570,7 @@ Phaser.GameObjectFactory.prototype = {
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* continuous effects like rain and fire. All it really does is launch Particle objects out
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* at set intervals, and fixes their positions and velocities accorindgly.
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*
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* @method emitter
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* @method Phaser.GameObjectFactory#emitter
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* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
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* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
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* @param {number} [maxParticles=50] - The total number of particles in this emitter.
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@@ -657,7 +585,7 @@ Phaser.GameObjectFactory.prototype = {
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/**
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* * Create a new <code>BitmapText</code>.
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*
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* @method bitmapText
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* @method Phaser.GameObjectFactory#bitmapText
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} text - The actual text that will be written.
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@@ -671,9 +599,9 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Description.
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* Creates a new Tilemap object.
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*
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* @method tilemap
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* @method Phaser.GameObjectFactory#tilemap
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* @param {string} key - Asset key for the JSON file.
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* @return {Phaser.Tilemap} The newly created tilemap object.
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*/
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@@ -684,9 +612,9 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Description.
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* Creates a new Tileset object.
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*
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* @method tileset
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* @method Phaser.GameObjectFactory#tileset
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* @param {string} key - The image key as defined in the Game.Cache to use as the tileset.
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* @return {Phaser.Tileset} The newly created tileset object.
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*/
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@@ -697,15 +625,15 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Description.
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*
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* @method tilemaplayer
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* @param {number} x - X position of the new tilemapLayer.
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* @param {number} y - Y position of the new tilemapLayer.
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* @param {number} width - the width of the tilemapLayer.
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* @param {number} height - the height of the tilemapLayer.
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* @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
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*/
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* Creates a new Tilemap Layer object.
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*
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* @method Phaser.GameObjectFactory#tilemapLayer
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* @param {number} x - X position of the new tilemapLayer.
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* @param {number} y - Y position of the new tilemapLayer.
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* @param {number} width - the width of the tilemapLayer.
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* @param {number} height - the height of the tilemapLayer.
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* @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
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*/
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tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
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return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
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@@ -713,9 +641,9 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* A dynamic initially blank canvas to which images can be drawn
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* A dynamic initially blank canvas to which images can be drawn.
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*
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* @method renderTexture
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* @method Phaser.GameObjectFactory#renderTexture
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* @param {string} key - Asset key for the render texture.
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* @param {number} width - the width of the render texture.
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* @param {number} height - the height of the render texture.
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@@ -729,7 +657,7 @@ Phaser.GameObjectFactory.prototype = {
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return texture;
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},
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}
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};</pre>
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</article>
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@@ -752,7 +680,7 @@ Phaser.GameObjectFactory.prototype = {
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Oct 25 2013 16:16:43 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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