Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck).

This commit is contained in:
Richard Davey
2013-10-03 02:38:35 +01:00
parent f832bacfd6
commit 96da57cac0
156 changed files with 65938 additions and 2035 deletions
+12 -12
View File
@@ -20,7 +20,7 @@ Phaser.AnimationParser = {
* @param {number} frameWidth - The fixed width of each frame of the animation.
* @param {number} frameHeight - The fixed height of each frame of the animation.
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
@@ -62,7 +62,7 @@ Phaser.AnimationParser = {
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
var data = new Phaser.FrameData();
var x = 0;
var y = 0;
@@ -70,7 +70,7 @@ Phaser.AnimationParser = {
{
var uuid = game.rnd.uuid();
data.addFrame(new Phaser.Animation.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
x: x,
@@ -99,7 +99,7 @@ Phaser.AnimationParser = {
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONData: function (game, json, cacheKey) {
@@ -112,7 +112,7 @@ Phaser.AnimationParser = {
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
@@ -122,7 +122,7 @@ Phaser.AnimationParser = {
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Animation.Frame(
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
@@ -170,7 +170,7 @@ Phaser.AnimationParser = {
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataHash: function (game, json, cacheKey) {
@@ -183,7 +183,7 @@ Phaser.AnimationParser = {
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
@@ -194,7 +194,7 @@ Phaser.AnimationParser = {
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Animation.Frame(
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
@@ -244,7 +244,7 @@ Phaser.AnimationParser = {
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml, cacheKey) {
@@ -256,7 +256,7 @@ Phaser.AnimationParser = {
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
var data = new Phaser.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
@@ -266,7 +266,7 @@ Phaser.AnimationParser = {
var frame = frames[i].attributes;
newFrame = data.addFrame(new Phaser.Animation.Frame(
newFrame = data.addFrame(new Phaser.Frame(
i,
frame.x.nodeValue,
frame.y.nodeValue,