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
+118 -85
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.Math
*/
/**
@@ -14,14 +13,13 @@ Phaser.Math = {
/**
* = 2 &pi;
* @method PI2
*
* @method Phaser.Math#PI2
*/
PI2: Math.PI * 2,
/**
* Two number are fuzzyEqual if their difference is less than &epsilon;.
* @method fuzzyEqual
* @method Phaser.Math#fuzzyEqual
* @param {number} a
* @param {number} b
* @param {number} epsilon
@@ -34,7 +32,7 @@ Phaser.Math = {
/**
* a is fuzzyLessThan b if it is less than b + &epsilon;.
* @method fuzzyEqual
* @method Phaser.Math#fuzzyEqual
* @param {number} a
* @param {number} b
* @param {number} epsilon
@@ -47,7 +45,7 @@ Phaser.Math = {
/**
* a is fuzzyGreaterThan b if it is more than b - &epsilon;.
* @method fuzzyGreaterThan
* @method Phaser.Math#fuzzyGreaterThan
* @param {number} a
* @param {number} b
* @param {number} epsilon
@@ -59,7 +57,7 @@ Phaser.Math = {
},
/**
* @method fuzzyCeil
* @method Phaser.Math#fuzzyCeil
* @param {number} val
* @param {number} epsilon
* @return {boolean} ceiling(val-&epsilon;)
@@ -70,7 +68,7 @@ Phaser.Math = {
},
/**
* @method fuzzyFloor
* @method Phaser.Math#fuzzyFloor
* @param {number} val
* @param {number} epsilon
* @return {boolean} floor(val-&epsilon;)
@@ -81,7 +79,9 @@ Phaser.Math = {
},
/**
* @method average
* Averages all values passed to the function and returns the result. You can pass as many parameters as you like.
* @method Phaser.Math#average
* @return {number} The average of all given values.
*/
average: function () {
@@ -102,16 +102,18 @@ Phaser.Math = {
},
/**
* @method truncate
* @method Phaser.Math#truncate
* @param {number} n
* @return {number}
*/
truncate: function (n) {
return (n > 0) ? Math.floor(n) : Math.ceil(n);
},
/**
* @method shear
* @param n
* @return n mod 1
* @method Phaser.Math#shear
* @param {number} n
* @return {number} n mod 1
*/
shear: function (n) {
return n % 1;
@@ -122,10 +124,11 @@ Phaser.Math = {
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
*
* @method snapTo
* @method Phaser.Math#snapTo
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
*/
snapTo: function (input, gap, start) {
@@ -147,10 +150,11 @@ Phaser.Math = {
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
*
* @method snapToFloor
* @method Phaser.Math#snapToFloor
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
*/
snapToFloor: function (input, gap, start) {
@@ -172,10 +176,11 @@ Phaser.Math = {
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20.
*
* @method snapToCeil
* @method Phaser.Math#snapToCeil
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
*/
snapToCeil: function (input, gap, start) {
@@ -195,10 +200,11 @@ Phaser.Math = {
/**
* Snaps a value to the nearest value in an array.
* @method
* @method Phaser.Math#snapToInArray
* @param {number} input
* @param {array} arr
* @param {boolean} sort - True if the array needs to be sorted.
* @return {number}
*/
snapToInArray: function (input, arr, sort) {
@@ -255,10 +261,11 @@ Phaser.Math = {
* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
* because we are rounding 100011.1011011011011011 which rounds up.
*
* @method roundTo
* @method Phaser.Math#roundTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
*/
roundTo: function (value, place, base) {
@@ -272,10 +279,11 @@ Phaser.Math = {
},
/**
* @method floorTo
* @method Phaser.Math#floorTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
*/
floorTo: function (value, place, base) {
@@ -289,10 +297,11 @@ Phaser.Math = {
},
/**
* @method ceilTo
* @method Phaser.Math#ceilTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
*/
ceilTo: function (value, place, base) {
@@ -307,10 +316,11 @@ Phaser.Math = {
/**
* A one dimensional linear interpolation of a value.
* @method interpolateFloat
* @method Phaser.Math#interpolateFloat
* @param {number} a
* @param {number} b
* @param {number} weight
* @return {number}
*/
interpolateFloat: function (a, b, weight) {
return (b - a) * weight + a;
@@ -318,11 +328,12 @@ Phaser.Math = {
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2 ).
* @method angleBetween
* @method Phaser.Math#angleBetween
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {number}
*/
angleBetween: function (x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
@@ -330,9 +341,10 @@ Phaser.Math = {
/**
* Set an angle within the bounds of -&pi; to&pi;.
* @method normalizeAngle
* @method Phaser.Math#normalizeAngle
* @param {number} angle
* @param {boolean} radians - True if angle size is expressed in radians.
* @return {number}
*/
normalizeAngle: function (angle, radians) {
@@ -346,10 +358,11 @@ Phaser.Math = {
/**
* Closest angle between two angles from a1 to a2
* absolute value the return for exact angle
* @method nearestAngleBetween
* @method Phaser.Math#nearestAngleBetween
* @param {number} a1
* @param {number} a2
* @param {boolean} radians - True if angle sizes are expressed in radians.
* @return {number}
*/
nearestAngleBetween: function (a1, a2, radians) {
@@ -375,12 +388,13 @@ Phaser.Math = {
/**
* Interpolate across the shortest arc between two angles.
* @method interpolateAngles
* @method Phaser.Math#interpolateAngles
* @param {number} a1 - Description.
* @param {number} a2 - Description.
* @param {number} weight - Description.
* @param {boolean} radians - True if angle sizes are expressed in radians.
* @param {Description} ease - Description.
* @return {number}
*/
interpolateAngles: function (a1, a2, weight, radians, ease) {
@@ -400,7 +414,7 @@ Phaser.Math = {
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
* </p>
* @method chanceRoll
* @method Phaser.Math#chanceRoll
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
* @return {boolean} True if the roll passed, or false otherwise.
*/
@@ -433,7 +447,7 @@ Phaser.Math = {
/**
* Returns an Array containing the numbers from min to max (inclusive).
*
* @method numberArray
* @method Phaser.Math#numberArray
* @param {number} min - The minimum value the array starts with.
* @param {number} max - The maximum value the array contains.
* @return {array} The array of number values.
@@ -454,11 +468,11 @@ Phaser.Math = {
/**
* Adds the given amount to the value, but never lets the value go over the specified maximum.
*
* @method maxAdd
* @method Phaser.Math#maxAdd
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
* @param {number} max- The maximum the value is allowed to be.
* @return The new value.
* @return {number}
*/
maxAdd: function (value, amount, max) {
@@ -476,7 +490,7 @@ Phaser.Math = {
/**
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
*
* @method minSub
* @method Phaser.Math#minSub
* @param {number} value - The base value.
* @param {number} amount - The amount to subtract from the base value.
* @param {number} min - The minimum the value is allowed to be.
@@ -499,10 +513,11 @@ Phaser.Math = {
* Ensures that the value always stays between min and max, by wrapping the value around.
* <p>max should be larger than min, or the function will return 0</p>
*
* @method Phaser.Math#wrap
* @param value The value to wrap
* @param min The minimum the value is allowed to be
* @param max The maximum the value is allowed to be
* @return The wrapped value
* @return {number} The wrapped value
*/
wrap: function (value, min, max) {
@@ -523,12 +538,11 @@ Phaser.Math = {
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
* <p>Values must be positive integers, and are passed through Math.abs</p>
*
* @method wrapValue
* @method Phaser.Math#wrapValue
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
* @param {number} max - The maximum the value is allowed to be.
* @return {number} The wrapped value.
*/
wrapValue: function (value, amount, max) {
@@ -545,7 +559,7 @@ Phaser.Math = {
/**
* Randomly returns either a 1 or -1.
*
* @method randomSign
* @method Phaser.Math#randomSign
* @return {number} 1 or -1
*/
randomSign: function () {
@@ -555,8 +569,8 @@ Phaser.Math = {
/**
* Returns true if the number given is odd.
*
* @method isOdd
* @param {number} n - The number to check.
* @method Phaser.Math#isOdd
* @param {number} n - The number to check.
* @return {boolean} True if the given number is odd. False if the given number is even.
*/
isOdd: function (n) {
@@ -568,8 +582,8 @@ Phaser.Math = {
/**
* Returns true if the number given is even.
*
* @method isEven
* @param {number} n - The number to check.
* @method Phaser.Math#isEven
* @param {number} n - The number to check.
* @return {boolean} True if the given number is even. False if the given number is odd.
*/
isEven: function (n) {
@@ -587,10 +601,10 @@ Phaser.Math = {
/**
* Significantly faster version of Math.max
* See {@link http://jsperf.com/math-s-min-max-vs-homemade/5}
* See http://jsperf.com/math-s-min-max-vs-homemade/5
*
* @method max
* @return The highest value from those given.
* @method Phaser.Math#max
* @return {number} The highest value from those given.
*/
max: function () {
@@ -608,10 +622,10 @@ Phaser.Math = {
/**
* Significantly faster version of Math.min
* See {@link http://jsperf.com/math-s-min-max-vs-homemade/5}
* See http://jsperf.com/math-s-min-max-vs-homemade/5
*
* @method min
* @return The lowest value from those given.
* @method Phaser.Math#min
* @return {number} The lowest value from those given.
*/
min: function () {
@@ -631,7 +645,7 @@ Phaser.Math = {
* Keeps an angle value between -180 and +180<br>
* Should be called whenever the angle is updated on the Sprite to stop it from going insane.
*
* @method wrapAngle
* @method Phaser.Math#wrapAngle
* @param {number} angle - The angle value to check
* @return {number} The new angle value, returns the same as the input angle if it was within bounds.
*/
@@ -660,7 +674,7 @@ Phaser.Math = {
/**
* Keeps an angle value between the given min and max values.
*
* @method angleLimit
* @method Phaser.Math#angleLimit
* @param {number} angle - The angle value to check. Must be between -180 and +180.
* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
* @param {number} max - The maximum angle that is allowed (must be 180 or less).
@@ -679,7 +693,7 @@ Phaser.Math = {
/**
* Description.
* @method linearInterpolation
* @method Phaser.Math#linearInterpolation
* @param {number} v
* @param {number} k
* @return {number}
@@ -699,7 +713,7 @@ Phaser.Math = {
/**
* Description.
* @method bezierInterpolation
* @method Phaser.Math#bezierInterpolation
* @param {number} v
* @param {number} k
* @return {number}
@@ -715,7 +729,7 @@ Phaser.Math = {
/**
* Description.
* @method catmullRomInterpolation
* @method Phaser.Math#catmullRomInterpolation
* @param {number} v
* @param {number} k
* @return {number}
@@ -744,7 +758,7 @@ Phaser.Math = {
/**
* Description.
* @method Linear
* @method Phaser.Math#Linear
* @param {number} p0
* @param {number} p1
* @param {number} t
@@ -755,7 +769,7 @@ Phaser.Math = {
},
/**
* @method bernstein
* @method Phaser.Math#bernstein
* @param {number} n
* @param {number} i
* @return {number}
@@ -766,7 +780,7 @@ Phaser.Math = {
/**
* Description.
* @method catmullRom
* @method Phaser.Math#catmullRom
* @param {number} p0
* @param {number} p1
* @param {number} p2
@@ -779,6 +793,12 @@ Phaser.Math = {
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
},
/**
* @method Phaser.Math#difference
* @param {number} a
* @param {number} b
* @return {number}
*/
difference: function (a, b) {
return Math.abs(a - b);
},
@@ -787,11 +807,11 @@ Phaser.Math = {
* Fetch a random entry from the given array.
* Will return null if random selection is missing, or array has no entries.
*
* @method getRandom
* @param objects An array of objects.
* @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param length Optional restriction on the number of values you want to randomly select from.
* @return The random object that was selected.
* @method Phaser.Math#getRandom
* @param {array} objects - An array of objects.
* @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 {object} The random object that was selected.
*/
getRandom: function (objects, startIndex, length) {
@@ -820,7 +840,7 @@ Phaser.Math = {
/**
* Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
*
* @method floor
* @method Phaser.Math#floor
* @param {number} Value Any number.
* @return {number} The rounded value of that number.
*/
@@ -835,9 +855,9 @@ Phaser.Math = {
/**
* Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
*
* @param Value Any number.
*
* @return The rounded value of that number.
* @method Phaser.Math#ceil
* @param {number} value - Any number.
* @return {number} The rounded value of that number.
*/
ceil: function (value) {
var n = value | 0;
@@ -850,13 +870,12 @@ Phaser.Math = {
* The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function
* you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time.
* </p>
* @param length The length of the wave
* @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param frequency The frequency of the sine and cosine table data
* @return Returns the sine table
* @see getSinTable
* @see getCosTable
* @method Phaser.Math#sinCosGenerator
* @param {number} length - The length of the wave
* @param {number} sinAmplitude - The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param {number} cosAmplitude - The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param {number} frequency - The frequency of the sine and cosine table data
* @return {Array} Returns the sine table
*/
sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {
@@ -887,9 +906,11 @@ Phaser.Math = {
/**
* Removes the top element from the stack and re-inserts it onto the bottom, then returns it.
* The original stack is modified in the process.
* This effectively moves the position of the data from the start to the end of the table.
* @return The value.
* The original stack is modified in the process. This effectively moves the position of the data from the start to the end of the table.
*
* @method Phaser.Math#shift
* @param {array} stack - The array to shift.
* @return {any} The shifted value.
*/
shift: function (stack) {
@@ -902,8 +923,9 @@ Phaser.Math = {
/**
* Shuffles the data in the given array into a new order
* @param array The array to shuffle
* @return The array
* @method Phaser.Math#shuffleArray
* @param {array} array - The array to shuffle
* @return {array} The array
*/
shuffleArray: function (array) {
@@ -922,7 +944,7 @@ Phaser.Math = {
/**
* Returns the distance between the two given set of coordinates.
*
* @method distance
* @method Phaser.Math#distance
* @param {number} x1
* @param {number} y1
* @param {number} x2
@@ -938,6 +960,16 @@ Phaser.Math = {
},
/**
* Returns the rounded distance between the two given set of coordinates.
*
* @method Phaser.Math#distanceRounded
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {number} The distance between this Point object and the destination Point object.
**/
distanceRounded: function (x1, y1, x2, y2) {
return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
@@ -948,10 +980,11 @@ Phaser.Math = {
* Force a value within the boundaries of two values.
* Clamp value to range <a, b>
*
* @method clamp
* @method Phaser.Math#clamp
* @param {number} x
* @param {number} a
* @param {number} b
* @return {number}
*/
clamp: function ( x, a, b ) {
@@ -962,9 +995,10 @@ Phaser.Math = {
/**
* Clamp value to range <a, inf).
*
* @method clampBottom
* @method Phaser.Math#clampBottom
* @param {number} x
* @param {number} a
* @return {number}
*/
clampBottom: function ( x, a ) {
@@ -975,7 +1009,7 @@ Phaser.Math = {
/**
* Linear mapping from range <a1, a2> to range <b1, b2>
*
* @method mapLinear
* @method Phaser.Math#mapLinear
* @param {number} x
* @param {number} a1
* @param {number} a1
@@ -990,11 +1024,10 @@ Phaser.Math = {
},
//
/**
* {@link http://en.wikipedia.org/wiki/Smoothstep}
* Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
*
* @method smoothstep
* @method Phaser.Math#smoothstep
* @param {number} x
* @param {number} min
* @param {number} max
@@ -1012,9 +1045,9 @@ Phaser.Math = {
},
/**
* {@link http://en.wikipedia.org/wiki/Smoothstep}
* Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
*
* @method smootherstep
* @method Phaser.Math#smootherstep
* @param {number} x
* @param {number} min
* @param {number} max
@@ -1035,7 +1068,7 @@ Phaser.Math = {
* A value representing the sign of the value.
* -1 for negative, +1 for positive, 0 if value is 0
*
* @method sign
* @method Phaser.Math#sign
* @param {number} x
* @return {number}
*/
@@ -1048,7 +1081,7 @@ Phaser.Math = {
/**
* Convert degrees to radians.
*
* @method degToRad
* @method Phaser.Math#degToRad
* @return {function}
*/
degToRad: function() {
@@ -1066,7 +1099,7 @@ Phaser.Math = {
/**
* Convert degrees to radians.
*
* @method radToDeg
* @method Phaser.Math#radToDeg
* @return {function}
*/
radToDeg: function() {
+7 -11
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.Quadtree
*/
/**
@@ -47,11 +46,8 @@
* QuadTree Constructor
*
* @class Phaser.QuadTree
* @classdesc Javascript QuadTree <p>
* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly
* increased performance as a result.<p>
* Original version at {@link https://github.com/timohausmann/quadtree-js/}
* @classdesc A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result. Original version at https://github.com/timohausmann/quadtree-js/
* @constructor
* @param {Description} physicsManager - Description.
* @param {Description} x - Description.
@@ -93,7 +89,7 @@ Phaser.QuadTree.prototype = {
/*
* Split the node into 4 subnodes
*
* @method split
* @method Phaser.QuadTree#split
*/
split: function() {
@@ -118,7 +114,7 @@ Phaser.QuadTree.prototype = {
* exceeds the capacity, it will split and add all
* objects to their corresponding subnodes.
*
* @method insert
* @method Phaser.QuadTree#insert
* @param {object} body - Description.
*/
insert: function (body) {
@@ -169,7 +165,7 @@ Phaser.QuadTree.prototype = {
/*
* Determine which node the object belongs to.
*
* @method getIndex
* @method Phaser.QuadTree#getIndex
* @param {object} rect - Description.
* @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
*/
@@ -213,7 +209,7 @@ Phaser.QuadTree.prototype = {
/*
* Return all objects that could collide with the given object.
*
* @method retrieve
* @method Phaser.QuadTree#retrieve
* @param {object} rect - Description.
* @Return {array} - Array with all detected objects.
*/
@@ -249,7 +245,7 @@ Phaser.QuadTree.prototype = {
/*
* Clear the quadtree.
* @method clear
* @method Phaser.QuadTree#clear
*/
clear: function () {
+17 -19
View File
@@ -2,17 +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.RandomDataGenerator
*/
/**
* Phaser.RandomDataGenerator constructor.
*
* @class Phaser.RandomDataGenerator
* @classdesc An extremely useful repeatable random data generator. Access it via Phaser.Game.rnd
* Based on Nonsense by Josh Faul {@link https://github.com/jocafa/Nonsense}.
* Random number generator from {@link http://baagoe.org/en/wiki/Better_random_numbers_for_javascript}
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense.
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
*
* @constructor
* @param {array} seeds
@@ -53,7 +51,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Private random helper.
* @method rnd
* @method Phaser.RandomDataGenerator#rnd
* @private
* @return {number} Description.
*/
@@ -72,7 +70,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Reset the seed of the random data generator.
*
* @method sow
* @method Phaser.RandomDataGenerator#sow
* @param {array} seeds
*/
sow: function (seeds) {
@@ -98,7 +96,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Description.
* @method hash
* @method Phaser.RandomDataGenerator#hash
* @param {Any} data
* @private
* @return {number} Description.
@@ -126,7 +124,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random integer between 0 and 2^32.
* @method integer
* @method Phaser.RandomDataGenerator#integer
* @return {number}
*/
integer: function() {
@@ -135,7 +133,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random real number between 0 and 1.
* @method frac
* @method Phaser.RandomDataGenerator#frac
* @return {number}
*/
frac: function() {
@@ -144,7 +142,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random real number between 0 and 2^32.
* @method real
* @method Phaser.RandomDataGenerator#real
* @return {number}
*/
real: function() {
@@ -153,7 +151,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random integer between min and max.
* @method integerInRange
* @method Phaser.RandomDataGenerator#integerInRange
* @param {number} min
* @param {number} max
* @return {number}
@@ -164,7 +162,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random real number between min and max.
* @method realInRange
* @method Phaser.RandomDataGenerator#realInRange
* @param {number} min
* @param {number} max
* @return {number}
@@ -180,7 +178,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random real number between -1 and 1.
* @method normal
* @method Phaser.RandomDataGenerator#normal
* @return {number}
*/
normal: function () {
@@ -188,8 +186,8 @@ Phaser.RandomDataGenerator.prototype = {
},
/**
* Returns a valid RFC4122 version4 ID hex string (from {@link https://gist.github.com/1308368}).
* @method uuid
* Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368
* @method Phaser.RandomDataGenerator#uuid
* @return {string}
*/
uuid: function () {
@@ -208,7 +206,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random member of `array`.
* @method pick
* @method Phaser.RandomDataGenerator#pick
* @param {Any} ary
* @return {number}
*/
@@ -218,7 +216,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random member of `array`, favoring the earlier entries.
* @method weightedPick
* @method Phaser.RandomDataGenerator#weightedPick
* @param {Any} ary
* @return {number}
*/
@@ -228,7 +226,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified.
* @method timestamp
* @method Phaser.RandomDataGenerator#timestamp
* @param {number} min
* @param {number} max
* @return {number}
@@ -239,7 +237,7 @@ Phaser.RandomDataGenerator.prototype = {
/**
* Returns a random angle between -180 and 180.
* @method angle
* @method Phaser.RandomDataGenerator#angle
* @return {number}
*/
angle: function() {