From 754219a978626584206e197c0ae0d0639752765f Mon Sep 17 00:00:00 2001 From: photonstorm Date: Thu, 9 Jan 2014 01:23:23 +0000 Subject: [PATCH] Fixed some documentation typos. --- README.md | 2 ++ src/Intro.js | 2 +- src/IntroDocs.js | 2 +- src/gameobjects/Sprite.js | 5 +++++ src/input/Keyboard.js | 10 +++++----- 5 files changed, 14 insertions(+), 7 deletions(-) diff --git a/README.md b/README.md index 53a24706..a81b7124 100644 --- a/README.md +++ b/README.md @@ -80,6 +80,7 @@ New features: * Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load. * Groups can now be added to other Groups as children via group.add() and group.addAt() * Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive. +* Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game. New Examples: @@ -135,6 +136,7 @@ Updates: * Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode. * Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings. * The Time class now has its own Phaser.Timer which you can access through game.time.events. See the new Timer examples to show how to use them. +* Added StateManager.getCurrentState to return the currently running State object (thanks Niondir) Bug Fixes: diff --git a/src/Intro.js b/src/Intro.js index 908be578..5112662f 100644 --- a/src/Intro.js +++ b/src/Intro.js @@ -20,7 +20,7 @@ * * Follow Phaser development progress at http://www.photonstorm.com * -* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser +* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser * and my love of game development originate. * * "If you want your children to be intelligent, read them fairy tales." diff --git a/src/IntroDocs.js b/src/IntroDocs.js index 531814ed..3568417c 100644 --- a/src/IntroDocs.js +++ b/src/IntroDocs.js @@ -20,7 +20,7 @@ * * Follow Phaser development progress at http://www.photonstorm.com * -* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser +* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser * and my love of game development originate. * * "If you want your children to be intelligent, read them fairy tales." diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js index 53565da9..cda3fe0b 100644 --- a/src/gameobjects/Sprite.js +++ b/src/gameobjects/Sprite.js @@ -373,6 +373,11 @@ Phaser.Sprite = function (game, x, y, key, frame) { this.updateCache(); this.updateBounds(); + /** + * @property {PIXI.Point} pivot - The pivot point of the displayObject that it rotates around. + */ + + }; // Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly) diff --git a/src/input/Keyboard.js b/src/input/Keyboard.js index 57f450b7..ff1d738d 100644 --- a/src/input/Keyboard.js +++ b/src/input/Keyboard.js @@ -100,7 +100,7 @@ Phaser.Keyboard.prototype = { * The Key object can then be polled, have events attached to it, etc. * * @method Phaser.Keyboard#addKey - * @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR + * @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR * @return {Phaser.Key} The Key object which you can store locally and reference directly. */ addKey: function (keycode) { @@ -117,7 +117,7 @@ Phaser.Keyboard.prototype = { * Removes a Key object from the Keyboard manager. * * @method Phaser.Keyboard#removeKey - * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR + * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR */ removeKey: function (keycode) { @@ -339,7 +339,7 @@ Phaser.Keyboard.prototype = { /** * Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms) * @method Phaser.Keyboard#justPressed - * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR + * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR * @param {number} [duration=250] - The duration below which the key is considered as being just pressed. * @return {boolean} True if the key is just pressed otherwise false. */ @@ -359,7 +359,7 @@ Phaser.Keyboard.prototype = { /** * Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms) * @method Phaser.Keyboard#justReleased - * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR + * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR * @param {number} [duration=250] - The duration below which the key is considered as being just released. * @return {boolean} True if the key is just released otherwise false. */ @@ -379,7 +379,7 @@ Phaser.Keyboard.prototype = { /** * Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser. * @method Phaser.Keyboard#isDown - * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR + * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR * @return {boolean} True if the key is currently down. */ isDown: function (keycode) {