Updated my files and the documentation checklist

This commit is contained in:
Webeled
2013-09-19 13:17:49 +02:00
parent 6e4631a849
commit 78a062dfb6
5 changed files with 239 additions and 56 deletions
+73 -22
View File
@@ -1,5 +1,11 @@
/**
* World
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser.World
*/
/**
*
* "This world is but a canvas to our imagination." - Henry David Thoreau
*
@@ -7,11 +13,6 @@
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @package Phaser.World
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @class World
* @constructor
* @param game {Phaser.Game} reference to the current game instance.
@@ -19,38 +20,55 @@
Phaser.World = function (game) {
/**
* Local reference to Game.
*/
* A reference to the currently running Game.
* @property game
* @public
* @type {Phaser.Game}
*/
this.game = game;
/**
* Bound of this world that objects can not escape from.
* @type {Rectangle}
*/
* Bound of this world that objects can not escape from.
* @property bounds
* @public
* @type {Phaser.Rectangle}
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
/**
* Camera instance.
* @type {Camera}
*/
* Camera instance.
* @property camera
* @public
* @type {Phaser.Camera}
*/
this.camera = null;
/**
* Reset each frame, keeps a count of the total number of objects updated.
* @type {Number}
*/
* Reset each frame, keeps a count of the total number of objects updated.
* @property currentRenderOrderID
* @public
* @type {Number}
*/
this.currentRenderOrderID = 0;
/**
* Object container stores every object created with `create*` methods.
* @type {Group}
*/
* Object container stores every object created with `create*` methods.
* @property group
* @public
* @type {Phaser.Group}
*/
this.group = null;
};
Phaser.World.prototype = {
/**
* Initialises the game world
*
* @method boot
*/
boot: function () {
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
@@ -62,8 +80,9 @@ Phaser.World.prototype = {
},
/**
* This is called automatically every frame, and is where main logic happens.
*/
* This is called automatically every frame, and is where main logic happens.
* @method update
*/
update: function () {
this.camera.update();
@@ -134,10 +153,18 @@ Phaser.World.prototype = {
Object.defineProperty(Phaser.World.prototype, "width", {
/**
* @method width
* @return {Number} The current width of the game world
*/
get: function () {
return this.bounds.width;
},
/**
* @method width
* @return {Number} Sets the width of the game world
*/
set: function (value) {
this.bounds.width = value;
}
@@ -146,10 +173,18 @@ Object.defineProperty(Phaser.World.prototype, "width", {
Object.defineProperty(Phaser.World.prototype, "height", {
/**
* @method height
* @return {Number} The current height of the game world
*/
get: function () {
return this.bounds.height;
},
/**
* @method height
* @return {Number} Sets the width of the game world
*/
set: function (value) {
this.bounds.height = value;
}
@@ -158,6 +193,10 @@ Object.defineProperty(Phaser.World.prototype, "height", {
Object.defineProperty(Phaser.World.prototype, "centerX", {
/**
* @method centerX
* @return {Number} return the X position of the center point of the world
*/
get: function () {
return this.bounds.halfWidth;
}
@@ -166,6 +205,10 @@ Object.defineProperty(Phaser.World.prototype, "centerX", {
Object.defineProperty(Phaser.World.prototype, "centerY", {
/**
* @method centerY
* @return {Number} return the Y position of the center point of the world
*/
get: function () {
return this.bounds.halfHeight;
}
@@ -174,6 +217,10 @@ Object.defineProperty(Phaser.World.prototype, "centerY", {
Object.defineProperty(Phaser.World.prototype, "randomX", {
/**
* @method randomX
* @return {Number} a random integer which is lesser or equal to the current width of the game world
*/
get: function () {
return Math.round(Math.random() * this.bounds.width);
}
@@ -182,6 +229,10 @@ Object.defineProperty(Phaser.World.prototype, "randomX", {
Object.defineProperty(Phaser.World.prototype, "randomY", {
/**
* @method randomY
* @return {Number} a random integer which is lesser or equal to the current height of the game world
*/
get: function () {
return Math.round(Math.random() * this.bounds.height);
}