Working through building the docs.

This commit is contained in:
Richard Davey
2013-10-01 16:15:45 +01:00
parent 0a98bb67d8
commit 9b4b267e7a
37 changed files with 17374 additions and 10 deletions
+1 -1
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@@ -2,7 +2,7 @@
* @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
* @namespace Phaser
*/
/**
+13 -2
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@@ -119,6 +119,7 @@ Phaser.Animation.prototype = {
* Plays this animation.
*
* @method play
* @memberof Phaser.Animation
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @return {Phaser.Animation} - A reference to this Animation instance.
@@ -161,6 +162,7 @@ Phaser.Animation.prototype = {
* Sets this animation back to the first frame and restarts the animation.
*
* @method restart
* @memberof Phaser.Animation
*/
restart: function () {
@@ -180,6 +182,7 @@ Phaser.Animation.prototype = {
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
*
* @method stop
* @memberof Phaser.Animation
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
*/
stop: function (resetFrame) {
@@ -200,6 +203,7 @@ Phaser.Animation.prototype = {
* Updates this animation. Called automatically by the AnimationManager.
*
* @method update
* @memberof Phaser.Animation
*/
update: function () {
@@ -266,6 +270,7 @@ Phaser.Animation.prototype = {
* Cleans up this animation ready for deletion. Nulls all values and references.
*
* @method destroy
* @memberof Phaser.Animation
*/
destroy: function () {
@@ -282,6 +287,7 @@ Phaser.Animation.prototype = {
* Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
*
* @method onComplete
* @memberof Phaser.Animation
*/
onComplete: function () {
@@ -299,11 +305,13 @@ Phaser.Animation.prototype = {
/**
* Sets the paused state of the Animation.
* @memberof Phaser.Animation
* @param {boolean} value - Set to true to pause the animation or false to resume it if previous paused.
*
*//**
*
* Returns the paused state of the Animation.
* @memberof Phaser.Animation
* @returns {boolean}
*
*/
@@ -338,8 +346,8 @@ Object.defineProperty(Phaser.Animation.prototype, "paused", {
});
/**
*
* Returns the total number of frames in this Animation.
* @memberof Phaser.Animation
* @return {number}
*
*/
@@ -353,11 +361,13 @@ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
/**
* Sets the current frame to the given frame index and updates the texture cache.
* @memberof Phaser.Animation
* @param {number} value - The frame to display
*
*//**
*
* Returns the current frame, or if not set the index of the most recent frame.
* @memberof Phaser.Animation
* @returns {Animation.Frame}
*
*/
@@ -395,12 +405,13 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
*
* @method generateFrameNames
* @memberof Phaser.Animation
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
* @param {number} min - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the min is 1.
* @param {number} max - The number to count up to. If your frames are named 'explosion_0001' to 'explosion_0034' the max is 34.
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
* @method generateFrameNames
*/
Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPad) {
+2 -2
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@@ -2,11 +2,11 @@
* @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.AnimationManager
* @memberof Phaser.Animation
*/
/**
* The AnimationManager is used to add, play and update Phaser Animations.
* The Animation Manager is used to add, play and update Phaser Animations.
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
*
* @class Phaser.AnimationManager
+1 -1
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@@ -2,7 +2,7 @@
* @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.Frame
* @memberof Phaser.Animation
*/
/**
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@@ -2,7 +2,7 @@
* @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.FrameData
* @memberof Phaser.Animation
*/
/**
+1 -1
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@@ -2,7 +2,7 @@
* @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.Animation.Parser
* @memberof Phaser.Animation
*/
/**
+1 -1
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@@ -77,7 +77,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.events = new Phaser.Events(this);
/**
* @property {AnimationManager} animations - This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it. (see Phaser.AnimationManager)
*/
this.animations = new Phaser.AnimationManager(this);
+31
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@@ -27,6 +27,12 @@ Phaser.Keyboard = function (game) {
*/
this._keys = {};
/**
* @property {Description} _hotkeys - Description.
* @private
*/
this._hotkeys = {};
/**
* @property {Description} _capture - Description.
* @private
@@ -72,6 +78,31 @@ Phaser.Keyboard.prototype = {
*/
_onKeyUp: null,
addCallbacks: function (context, onDown, onUp) {
this.callbackContext = context;
this.onDownCallback = onDown;
if (typeof onUp !== 'undefined')
{
this.onUpCallback = onUp;
}
},
addKey: function (keycode) {
this._hotkeys[keycode] = new Phaser.Key(this.game, keycode);
return this._hotkeys[keycode];
},
removeKey: function (keycode) {
delete (this._hotkeys[keycode]);
},
/**
* Description.
* @method start