Lots of doc updates!

This commit is contained in:
photonstorm
2013-10-25 16:54:40 +01:00
parent 0463bb4333
commit 9f9e6a2a57
147 changed files with 60434 additions and 972 deletions
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@@ -5,7 +5,7 @@
*/
/**
* Create a new <code>Bullet</code>.
* Warning: Bullet is an experimental object that we don't advise using for now.
*
* A Bullet is like a stripped-down Sprite, useful for when you just need to get something moving around the screen quickly with little of the extra
* features that a Sprite supports.
+5 -5
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@@ -5,7 +5,7 @@
*/
/**
* Create a new <code>Sprite</code> object. Sprites are the lifeblood of your game, used for nearly everything visual.
* Create a new `Sprite` object. Sprites are the lifeblood of your game, used for nearly everything visual.
* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
@@ -68,7 +68,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
/**
* If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
* @property {number} lifespan
* @property {number} lifespan - The lifespan of the Sprite (in ms) before it will be killed.
* @default
*/
this.lifespan = 0;
@@ -148,7 +148,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property {Phaser.Point} anchor
* @property {Phaser.Point} anchor - The anchor around with Sprite rotation and scaling takes place.
*/
this.anchor = new Phaser.Point();
@@ -169,7 +169,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its renderable property set to 'false'.
*
* @property {boolean} autoCull
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
* @default
*/
this.autoCull = false;
@@ -310,7 +310,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
/**
* You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide.
* The crop is only applied if you have set Sprite.cropEnabled to true.
* @property {Phaser.Rectangle} crop
* @property {Phaser.Rectangle} crop - The crop Rectangle applied to the Sprite texture before rendering.
* @default
*/
this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);