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Tidying up the examples and more Tilemap work.
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+2
-2
@@ -17,8 +17,8 @@
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* @param {number} [width=800] - The width of your game in game pixels.
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* @param {number} [height=600] - The height of your game in game pixels.
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* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
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* @param {HTMLElement} [parent=''] - The Games DOM parent.
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* @param {any} [state=null] - Description.
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* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
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* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
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* @param {boolean} [antialias=true] - Anti-alias graphics.
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*/
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+2
-2
@@ -10,7 +10,7 @@
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* @classdesc A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. If not set, or set to null, it will use game.world.
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* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. If undefined it will use game.world.
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* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [useStage=false] - Should the DisplayObjectContainer this Group creates be added to the World (default, false) or direct to the Stage (true).
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*/
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@@ -21,7 +21,7 @@ Phaser.Group = function (game, parent, name, useStage) {
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*/
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this.game = game;
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if (typeof parent === 'undefined' || parent === null)
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if (typeof parent === 'undefined')
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{
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parent = game.world;
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}
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