More docs.

This commit is contained in:
Richard Davey
2013-10-02 12:11:22 +01:00
parent 2a01fbb0e8
commit 852e82d0ca
60 changed files with 39127 additions and 362 deletions
+26 -24
View File
@@ -2,16 +2,15 @@
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.StateManager
*/
/**
* Description.
* The State Manager is responsible for loading, setting up and switching game states.
*
* @class Phaser.StateManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Description} pendingState - Description.
* @param {Phaser.State|Object} [pendingState=null] - A State object to seed the manager with.
*/
Phaser.StateManager = function (game, pendingState) {
@@ -130,7 +129,8 @@ Phaser.StateManager.prototype = {
/**
* Description.
* @method boot
* @method Phaser.StateManager#boot
* @private
*/
boot: function () {
@@ -157,7 +157,7 @@ Phaser.StateManager.prototype = {
/**
* Add a new State.
* @method add
* @method Phaser.StateManager#add
* @param key {string} - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
* @param state {State} - The state you want to switch to.
* @param autoStart {boolean} - Start the state immediately after creating it? (default true)
@@ -211,7 +211,7 @@ Phaser.StateManager.prototype = {
/**
* Delete the given state.
* @method remove
* @method Phaser.StateManager#remove
* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
*/
remove: function (key) {
@@ -239,7 +239,7 @@ Phaser.StateManager.prototype = {
/**
* Start the given state
* @method start
* @method Phaser.StateManager#start
* @param {string} key - The key of the state you want to start.
* @param {boolean} [clearWorld] - clear everything in the world? (Default to true)
* @param {boolean} [clearCache] - clear asset cache? (Default to false and ONLY available when clearWorld=true)
@@ -317,7 +317,7 @@ Phaser.StateManager.prototype = {
/**
* Used by onInit and onShutdown when those functions don't exist on the state
* @method dummy
* @method Phaser.StateManager#dummy
* @private
*/
dummy: function () {
@@ -325,7 +325,7 @@ Phaser.StateManager.prototype = {
/**
* Description.
* @method checkState
* @method Phaser.StateManager#checkState
* @param {string} key - The key of the state you want to check.
* @return {boolean} Description.
*/
@@ -362,9 +362,10 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method link
* @param {string} key - Description.
* Links game properties to the State given by the key.
* @method Phaser.StateManager#link
* @param {string} key - State key.
* @protected
*/
link: function (key) {
@@ -388,9 +389,10 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method setCurrentState
* @param {string} key - Description.
* Sets the current State. Should not be called directly (use StateManager.start)
* @method Phaser.StateManager#setCurrentState
* @param {string} key - State key.
* @protected
*/
setCurrentState: function (key) {
@@ -421,8 +423,8 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method loadComplete
* @method Phaser.StateManager#loadComplete
* @protected
*/
loadComplete: function () {
@@ -442,8 +444,8 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method update
* @method Phaser.StateManager#update
* @protected
*/
update: function () {
@@ -462,8 +464,8 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method preRender
* @method Phaser.StateManager#preRender
* @protected
*/
preRender: function () {
@@ -475,8 +477,8 @@ Phaser.StateManager.prototype = {
},
/**
* Description.
* @method render
* @method Phaser.StateManager#render
* @protected
*/
render: function () {
@@ -496,7 +498,7 @@ Phaser.StateManager.prototype = {
/**
* Nuke the entire game from orbit
* @method destroy
* @method Phaser.StateManager#destroy
*/
destroy: function () {