More docs and quick patch to stop the body.allowRotation messing things up.

This commit is contained in:
Richard Davey
2013-10-01 16:56:47 +01:00
parent ca113b85aa
commit 7c7cd8b01d
23 changed files with 5328 additions and 169 deletions
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<td class="type">
<span class="param-type">boolean</span>
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<tr>
<td class="name"><code>transparent</code></td>
<td class="type">
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<tr>
<td class="name"><code>antialias</code></td>
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<td class="name"><code>antialias</code></td>
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<td class="name"><code>isBooted</code></td>
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<td class="name"><code>id</code></td>
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<td class="name"><code>transparent</code></td>
<td class="type">
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Group
</h2>
<div class="class-description">An Animation instance contains a single animation and the controls to play it.
<div class="class-description">A Group is a container for display objects that allows for fast pooling, recycling and collision checks.</div>
</header>
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<td class="type">
<span class="param-type">boolean</span>
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<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<dd class="tag-source"><ul class="dummy"><li>
core/Group.js, line 18
</li></ul></dd>
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<td class="type">
<span class="param-type">boolean</span>
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<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<dd class="tag-source"><ul class="dummy"><li>
core/Group.js, line 72
</li></ul></dd>
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<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<dd class="tag-source"><ul class="dummy"><li>
core/Group.js, line 30
</li></ul></dd>
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<dd class="tag-source"><ul class="dummy"><li>
<dd class="tag-source"><ul class="dummy"><li>
core/Group.js, line 35
</li></ul></dd>
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<dd class="tag-source"><ul class="dummy"><li>
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>JSDoc: Module: Group</title>
<script src="scripts/prettify/prettify.js"> </script>
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<h1 class="page-title">Module: Group</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Group
</h2>
</header>
<article>
<div class="container-overview">
<dl class="details">
<dt class="tag-author">Author:</dt>
<dd class="tag-author">
<ul>
<li><a href="mailto:rich@photonstorm.com">Richard Davey</a></li>
</ul>
</dd>
<dt class="tag-copyright">Copyright:</dt>
<dd class="tag-copyright"><ul class="dummy"><li>2013 Photon Storm Ltd.</li></ul></dd>
<dt class="tag-license">License:</dt>
<dd class="tag-license"><ul class="dummy"><li><a href="https://github.com/photonstorm/phaser/blob/master/license.txt">MIT License</a></li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
core/Group.js, line 1
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<span class="param-type">bool</span>
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<span class="param-type">bool</span>
<span class="param-type">boolean</span>
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<td class="type">
<span class="param-type">bool</span>
<span class="param-type">boolean</span>
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</dd>
<dt>
<h4 class="name" id="total"><span class="type-signature">&lt;static> </span>total<span class="signature">()</span><span class="type-signature"> &rarr; {number}</span></h4>
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<dt>
Type
</dt>
<dd>
<dd>
<span class="param-type">number</span>
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<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Phaser.Group.html">Group</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul>
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+5 -2
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@@ -103,6 +103,9 @@
<dl>
<dt><a href="Phaser.AnimationManager.html">AnimationManager</a></dt>
<dd></dd>
<dt><a href="Phaser.Group.html">Group</a></dt>
<dd></dd>
</dl>
@@ -125,13 +128,13 @@
</div>
<nav>
<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li><li><a href="Group.html">Group</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li><li><a href="Group-Phaser.Group.html">Group</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul>
<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Phaser.Group.html">Group</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul>
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+30 -77
View File
@@ -91,7 +91,7 @@
<dl>
<dt>
<h4 class="name" id="multiplyAll"><span class="type-signature"></span>multiplyAll<span class="signature">(property, amount, checkAlive, checkVisible)</span><span class="type-signature"></span></h4>
<h4 class="name" id="add"><span class="type-signature"></span>add<span class="signature">(child)</span><span class="type-signature"> &rarr; {Description}</span></h4>
</dt>
@@ -99,7 +99,7 @@
<div class="description">
Multiplies the given property by the amount on all children in this Group.
Description.
</div>
@@ -133,13 +133,13 @@
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type">Description</span>
@@ -149,76 +149,7 @@
<td class="description last">The property to multiply, for example 'body.velocity.x' or 'angle'.</td>
</tr>
<tr>
<td class="name"><code>amount</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last">The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.</td>
</tr>
<tr>
<td class="name"><code>checkAlive</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last">If true the property will only be changed if the child is alive.</td>
</tr>
<tr>
<td class="name"><code>checkVisible</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last">Description.</td>
</tr>
@@ -249,7 +180,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<dd class="tag-source"><ul class="dummy"><li>
core/Group.js, line 85
</li></ul></dd>
@@ -270,6 +201,28 @@
<h5>Returns:</h5>
<div class="param-desc">
Description.
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">Description</span>
</dd>
</dl>
</dd>
@@ -290,13 +243,13 @@
</div>
<nav>
<nav>
<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Phaser.Group.html">Group</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul><h3>Global</h3><ul><li><a href="global.html#add">add</a></li></ul>
</nav>
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+2 -2
View File
@@ -48,13 +48,13 @@
</div>
<nav>
<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li><li><a href="Group.html">Group</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li><li><a href="Group-Phaser.Group.html">Group</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul>
<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Phaser.Group.html">Group</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul>
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+2 -2
View File
@@ -105,13 +105,13 @@
</div>
<nav>
<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li><li><a href="Group.html">Group</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li><li><a href="Group-Phaser.Group.html">Group</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul>
<h2><a href="index.html">Index</a></h2><h3>Modules</h3><ul><li><a href="module-Phaser.html">Phaser</a></li><li><a href="Animation.html">Animation</a></li><li><a href="Camera.html">Camera</a></li><li><a href="Game.html">Game</a></li></ul><h3>Classes</h3><ul><li><a href="Phaser.Animation.Frame.html">Frame</a></li><li><a href="Phaser.Animation.FrameData.html">FrameData</a></li><li><a href="Phaser.Animation.Parser.html">Parser</a></li><li><a href="Phaser.AnimationManager.html">AnimationManager</a></li><li><a href="Phaser.Group.html">Group</a></li><li><a href="Animation-Phaser.Animation.html">Animation</a></li><li><a href="Camera-Phaser.Camera.html">Camera</a></li><li><a href="Game-Phaser.Game.html">Game</a></li></ul><h3>Namespaces</h3><ul><li><a href="Phaser.html">Phaser</a></li></ul>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a> on Tue Oct 01 2013 16:31:58 GMT+0100 (BST)
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+6 -6
View File
@@ -93,7 +93,7 @@ Phaser.Camera.prototype = {
/**
* Tells this camera which sprite to follow.
* @method follow
* @memberOf Phaser.Camera
* @memberof Phaser.Camera
* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
*/
@@ -134,7 +134,7 @@ Phaser.Camera.prototype = {
/**
* Move the camera focus to a location instantly.
* @method focusOnXY
* @memberOf Phaser.Camera
* @memberof Phaser.Camera
* @param {number} x - X position.
* @param {number} y - Y position.
*/
@@ -148,7 +148,7 @@ Phaser.Camera.prototype = {
/**
* Update focusing and scrolling.
* @method update
* @memberOf Phaser.Camera
* @memberof Phaser.Camera
*/
update: function () {
@@ -199,7 +199,7 @@ Phaser.Camera.prototype = {
/**
* Method called to ensure the camera doesn't venture outside of the game world.
* @method checkWorldBounds
* @memberOf Phaser.Camera
* @memberof Phaser.Camera
*/
checkWorldBounds: function () {
@@ -240,7 +240,7 @@ Phaser.Camera.prototype = {
* without having to use game.camera.x and game.camera.y.
*
* @method setPosition
* @memberOf Phaser.Camera
* @memberof Phaser.Camera
* @param {number} x - X position.
* @param {number} y - Y position.
*/
@@ -256,7 +256,7 @@ Phaser.Camera.prototype = {
* Sets the size of the view rectangle given the width and height in parameters.
*
* @method setSize
* @memberOf Phaser.Camera
* @memberof Phaser.Camera
* @param {number} width - The desired width.
* @param {number} height - The desired height.
*/
+5 -5
View File
@@ -253,7 +253,7 @@ Phaser.Game.prototype = {
* Initialize engine sub modules and start the game.
*
* @method boot
* @memberOf Phaser.Game
* @memberof Phaser.Game
*/
boot: function () {
@@ -334,7 +334,7 @@ Phaser.Game.prototype = {
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method setUpRenderer
* @memberOf Phaser.Game
* @memberof Phaser.Game
*/
setUpRenderer: function () {
@@ -371,7 +371,7 @@ Phaser.Game.prototype = {
* Called when the load has finished, after preload was run.
*
* @method loadComplete
* @memberOf Phaser.Game
* @memberof Phaser.Game
*/
loadComplete: function () {
@@ -385,7 +385,7 @@ Phaser.Game.prototype = {
* The core game loop.
*
* @method update
* @memberOf Phaser.Game
* @memberof Phaser.Game
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
@@ -420,7 +420,7 @@ Phaser.Game.prototype = {
* Nuke the entire game from orbit
*
* @method destroy
* @memberOf Phaser.Game
* @memberof Phaser.Game
*/
destroy: function () {
+30 -30
View File
@@ -86,7 +86,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method add
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} child - Description.
* @return {Description} Description.
*/
@@ -112,7 +112,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method addAt
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} child - Description.
* @param {Description} index - Description.
* @return {Description} Description.
@@ -139,7 +139,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method getAt
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} index - Description.
* @return {Description} Description.
*/
@@ -153,7 +153,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method create
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {number} x - Description.
* @param {number} y - Description.
* @param {string} key - Description.
@@ -185,7 +185,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method swap
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} child1 - Description.
* @param {Description} child2 - Description.
* @return {boolean} Description.
@@ -314,7 +314,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method bringToTop
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} child - Description.
* @return {Description} Description.
*/
@@ -334,7 +334,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method getIndex
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} child - Description.
* @return {Description} Description.
*/
@@ -348,7 +348,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method replace
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} oldChild - Description.
* @param {Description} newChild - Description.
*/
@@ -380,7 +380,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method setProperty
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} child - Description.
* @param {array} key - An array of values that will be set.
* @param {Description} value - Description.
@@ -444,7 +444,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method setAll
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} key - Description.
* @param {Description} value - Description.
* @param {Description} checkAlive - Description.
@@ -483,7 +483,7 @@ Phaser.Group.prototype = {
* Group.addAll('x', 10) will add 10 to the child.x value.
*
* @method addAll
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {string} property - The property to increment, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
@@ -500,7 +500,7 @@ Phaser.Group.prototype = {
* Group.subAll('x', 10) will minus 10 from the child.x value.
*
* @method subAll
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {string} property - The property to decrement, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
@@ -517,7 +517,7 @@ Phaser.Group.prototype = {
* Group.multiplyAll('x', 2) will x2 the child.x value.
*
* @method multiplyAll
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {string} property - The property to multiply, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
@@ -534,7 +534,7 @@ Phaser.Group.prototype = {
* Group.divideAll('x', 2) will half the child.x value.
*
* @method divideAll
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {string} property - The property to divide, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
@@ -551,7 +551,7 @@ Phaser.Group.prototype = {
* After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.
*
* @method callAllExists
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {function} callback - The function that exists on the children that will be called.
* @param {boolean} existsValue - Only children with exists=existsValue will be called.
* @param {...*} parameter - Additional parameters that will be passed to the callback.
@@ -584,7 +584,7 @@ Phaser.Group.prototype = {
* After the callback parameter you can add as many extra parameters as you like, which will all be passed to the child.
*
* @method callAll
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {function} callback - The function that exists on the children that will be called.
* @param {...*} parameter - Additional parameters that will be passed to the callback.
*/
@@ -616,7 +616,7 @@ Phaser.Group.prototype = {
* After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child.
*
* @method forEach
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} callback - Description.
* @param {Description} callbackContext - Description.
* @param {boolean} checkExists - Description.
@@ -655,7 +655,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method forEachAlive
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} callback - Description.
* @param {Description} callbackContext - Description.
*/
@@ -688,7 +688,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method forEachDead
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} callback - Description.
* @param {Description} callbackContext - Description.
*/
@@ -720,7 +720,7 @@ Phaser.Group.prototype = {
* Call this function to retrieve the first object with exists == (the given state) in the group.
*
* @method getFirstExists
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} state - Description.
* @return {Any} The first child, or null if none found.
*/
@@ -756,7 +756,7 @@ Phaser.Group.prototype = {
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
* @method getFirstAlive
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @return {Any} The first alive child, or null if none found.
*/
getFirstAlive: function () {
@@ -786,7 +786,7 @@ Phaser.Group.prototype = {
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
* @method getFirstDead
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @return {Any} The first dead child, or null if none found.
*/
getFirstDead: function () {
@@ -815,7 +815,7 @@ Phaser.Group.prototype = {
* Call this function to find out how many members of the group are alive.
*
* @method countLiving
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @return {number} The number of children flagged as alive. Returns -1 if Group is empty.
*/
countLiving: function () {
@@ -846,7 +846,7 @@ Phaser.Group.prototype = {
* Call this function to find out how many members of the group are dead.
*
* @method countDead
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @return {number} The number of children flagged as dead. Returns -1 if Group is empty.
*/
countDead: function () {
@@ -877,7 +877,7 @@ Phaser.Group.prototype = {
* Returns a member at random from the group.
*
* @method getRandom
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param {number} length - Optional restriction on the number of values you want to randomly select from.
* @return {Any} A random child of this Group.
@@ -900,7 +900,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method remove
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} child - Description.
*/
remove: function (child) {
@@ -915,7 +915,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method removeAll
* @memberOf Phaser.Group
* @memberof Phaser.Group
*/
removeAll: function () {
@@ -940,7 +940,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method removeBetween
* @memberOf Phaser.Group
* @memberof Phaser.Group
* @param {Description} startIndex - Description.
* @param {Description} endIndex - Description.
*/
@@ -969,7 +969,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method destroy
* @memberOf Phaser.Group
* @memberof Phaser.Group
*/
destroy: function () {
@@ -989,7 +989,7 @@ Phaser.Group.prototype = {
* Description.
*
* @method dump
* @memberOf Phaser.Group
* @memberof Phaser.Group
*/
dump: function (full) {
+1 -1
View File
@@ -40,7 +40,7 @@ Phaser.SignalBinding = function (signal, listener, isOnce, listenerContext, prio
/**
* @property {object|undefined|null} context - Context on which listener will be executed (object that should represent the `this` variable inside listener function).
* @memberOf SignalBinding.prototype
* @memberof SignalBinding.prototype
*/
this.context = listenerContext;
+2 -1
View File
@@ -171,7 +171,8 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.allowRotation)
{
this.sprite.angle = this.rotation;
// Needs to use rotation delta
// this.sprite.angle += this.rotation;
}
},