Input, Loader and Math docs tidied up.

This commit is contained in:
Richard Davey
2013-10-02 15:05:55 +01:00
parent 1a2dc05609
commit 868ae81bab
89 changed files with 62657 additions and 1080 deletions
+43 -44
View File
@@ -2,7 +2,6 @@
* @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.InputHandler
*/
/**
@@ -14,16 +13,16 @@
*/
Phaser.InputHandler = function (sprite) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = sprite.game;
/**
* @property {Phaser.Sprite} sprite - Description.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = sprite.game;
/**
* @property {boolean} enabled - Description.
* @default
@@ -195,7 +194,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method start
* @method Phaser.InputHandler#start
* @param {number} priority - Description.
* @param {boolean} useHandCursor - Description.
* @return {Phaser.Sprite} Description.
@@ -253,7 +252,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method reset
* @method Phaser.InputHandler#reset
*/
reset: function () {
@@ -281,7 +280,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method stop
* @method Phaser.InputHandler#stop
*/
stop: function () {
@@ -301,7 +300,7 @@ Phaser.InputHandler.prototype = {
/**
* Clean up memory.
* @method destroy
* @method Phaser.InputHandler#destroy
*/
destroy: function () {
@@ -317,7 +316,7 @@ Phaser.InputHandler.prototype = {
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set when the pointer is over this Sprite.
* @method pointerX
* @method Phaser.InputHandler#pointerX
* @param {Pointer} pointer
* @return {number} The x coordinate of the Input pointer.
*/
@@ -332,7 +331,7 @@ Phaser.InputHandler.prototype = {
/**
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
* This value is only set when the pointer is over this Sprite.
* @method pointerY
* @method Phaser.InputHandler#pointerY
* @param {Pointer} pointer
* @return {number} The y coordinate of the Input pointer.
*/
@@ -346,7 +345,7 @@ Phaser.InputHandler.prototype = {
/**
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
* @method pointerDown
* @method Phaser.InputHandler#pointerDown
* @param {Pointer} pointer
* @return {boolean}
*/
@@ -360,7 +359,7 @@ Phaser.InputHandler.prototype = {
/**
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
* @method pointerUp
* @method Phaser.InputHandler#pointerUp
* @param {Pointer} pointer
* @return {boolean}
*/
@@ -374,7 +373,7 @@ Phaser.InputHandler.prototype = {
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @method pointerTimeDown
* @method Phaser.InputHandler#pointerTimeDown
* @param {Pointer} pointer
* @return {number}
*/
@@ -388,7 +387,7 @@ Phaser.InputHandler.prototype = {
/**
* A timestamp representing when the Pointer left the touchscreen.
* @method pointerTimeUp
* @method Phaser.InputHandler#pointerTimeUp
* @param {Pointer} pointer
* @return {number}
*/
@@ -402,7 +401,7 @@ Phaser.InputHandler.prototype = {
/**
* Is the Pointer over this Sprite?
* @method pointerOver
* @method Phaser.InputHandler#pointerOver
* @param {Pointer} pointer
* @return {bool
*/
@@ -416,7 +415,7 @@ Phaser.InputHandler.prototype = {
/**
* Is the Pointer outside of this Sprite?
* @method pointerOut
* @method Phaser.InputHandler#pointerOut
* @param {Pointer} pointer
* @return {boolean}
*/
@@ -430,7 +429,7 @@ Phaser.InputHandler.prototype = {
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @method pointerTimeOver
* @method Phaser.InputHandler#pointerTimeOver
* @param {Pointer} pointer
* @return {number}
*/
@@ -444,7 +443,7 @@ Phaser.InputHandler.prototype = {
/**
* A timestamp representing when the Pointer left the touchscreen.
* @method pointerTimeOut
* @method Phaser.InputHandler#pointerTimeOut
* @param {Pointer} pointer
* @return {number}
*/
@@ -458,7 +457,7 @@ Phaser.InputHandler.prototype = {
/**
* Is this sprite being dragged by the mouse or not?
* @method pointerTimeOut
* @method Phaser.InputHandler#pointerTimeOut
* @param {Pointer} pointer
* @return {number}
*/
@@ -472,7 +471,7 @@ Phaser.InputHandler.prototype = {
/**
* Checks if the given pointer is over this Sprite.
* @method checkPointerOver
* @method Phaser.InputHandler#checkPointerOver
* @param {Pointer} pointer
* @return {boolean}
*/
@@ -510,7 +509,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method checkPixel
* @method Phaser.InputHandler#checkPixel
* @param {Description} x - Description.
* @param {Description} y - Description.
* @return {boolean}
@@ -543,7 +542,7 @@ Phaser.InputHandler.prototype = {
/**
* Update.
* @method update
* @method Phaser.InputHandler#update
* @param {Pointer} pointer
*/
update: function (pointer) {
@@ -576,7 +575,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method _pointerOverHandler
* @method Phaser.InputHandler#_pointerOverHandler
* @private
* @param {Pointer} pointer
*/
@@ -601,7 +600,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method _pointerOutHandler
* @method Phaser.InputHandler#_pointerOutHandler
* @private
* @param {Pointer} pointer
*/
@@ -622,7 +621,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method _touchedHandler
* @method Phaser.InputHandler#_touchedHandler
* @private
* @param {Pointer} pointer
*/
@@ -654,7 +653,7 @@ Phaser.InputHandler.prototype = {
/**
* Description.
* @method _releasedHandler
* @method Phaser.InputHandler#_releasedHandler
* @private
* @param {Pointer} pointer
*/
@@ -694,7 +693,7 @@ Phaser.InputHandler.prototype = {
/**
* Updates the Pointer drag on this Sprite.
* @method updateDrag
* @method Phaser.InputHandler#updateDrag
* @param {Pointer} pointer
* @return {boolean}
*/
@@ -738,7 +737,7 @@ Phaser.InputHandler.prototype = {
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method justOver
* @method Phaser.InputHandler#justOver
* @param {Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
@@ -754,7 +753,7 @@ Phaser.InputHandler.prototype = {
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method justOut
* @method Phaser.InputHandler#justOut
* @param {Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
@@ -770,7 +769,7 @@ Phaser.InputHandler.prototype = {
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method justPressed
* @method Phaser.InputHandler#justPressed
* @param {Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
@@ -786,7 +785,7 @@ Phaser.InputHandler.prototype = {
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method justReleased
* @method Phaser.InputHandler#justReleased
* @param {Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
@@ -802,7 +801,7 @@ Phaser.InputHandler.prototype = {
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @method overDuration
* @method Phaser.InputHandler#overDuration
* @param {Pointer} pointer
* @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
@@ -821,7 +820,7 @@ Phaser.InputHandler.prototype = {
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @method downDuration
* @method Phaser.InputHandler#downDuration
* @param {Pointer} pointer
* @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
*/
@@ -840,7 +839,7 @@ Phaser.InputHandler.prototype = {
/**
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
* @method enableDrag
* @method Phaser.InputHandler#enableDrag
* @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
* @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group.
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
@@ -881,7 +880,7 @@ Phaser.InputHandler.prototype = {
/**
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
* @method disableDrag
* @method Phaser.InputHandler#disableDrag
*/
disableDrag: function () {
@@ -901,7 +900,7 @@ Phaser.InputHandler.prototype = {
/**
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
* @method startDrag
* @method Phaser.InputHandler#startDrag
*/
startDrag: function (pointer) {
@@ -932,7 +931,7 @@ Phaser.InputHandler.prototype = {
/**
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
* @method stopDrag
* @method Phaser.InputHandler#stopDrag
*/
stopDrag: function (pointer) {
@@ -953,7 +952,7 @@ Phaser.InputHandler.prototype = {
/**
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
* @method setDragLock
* @method Phaser.InputHandler#setDragLock
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
*/
@@ -970,7 +969,7 @@ Phaser.InputHandler.prototype = {
/**
* Make this Sprite snap to the given grid either during drag or when it's released.
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
* @method enableSnap
* @method Phaser.InputHandler#enableSnap
* @param snapX The width of the grid cell in pixels
* @param snapY The height of the grid cell in pixels
* @param onDrag If true the sprite will snap to the grid while being dragged
@@ -990,7 +989,7 @@ Phaser.InputHandler.prototype = {
/**
* Stops the sprite from snapping to a grid during drag or release.
* @method disableSnap
* @method Phaser.InputHandler#disableSnap
*/
disableSnap: function () {
@@ -1001,7 +1000,7 @@ Phaser.InputHandler.prototype = {
/**
* Bounds Rect check for the sprite drag
* @method checkBoundsRect
* @method Phaser.InputHandler#checkBoundsRect
*/
checkBoundsRect: function () {
@@ -1027,7 +1026,7 @@ Phaser.InputHandler.prototype = {
/**
* Parent Sprite Bounds check for the sprite drag.
* @method checkBoundsSprite
* @method Phaser.InputHandler#checkBoundsSprite
*/
checkBoundsSprite: function () {