Complete 0.9 release

This commit is contained in:
Richard Davey
2013-04-18 16:49:08 +01:00
parent 64d57b8e05
commit a90606a28a
64 changed files with 1095 additions and 1210 deletions
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/// <reference path="../Group.ts" />
/**
* <code>Emitter</code> is a lightweight particle emitter.
* It can be used for one-time explosions or for
* continuous fx like rain and fire. <code>Emitter</code>
* is not optimized or anything; all it does is launch
* <code>Particle</code> objects out at set intervals
* by setting their positions and velocities accordingly.
* It is easy to use and relatively efficient,
* relying on <code>Group</code>'s RECYCLE POWERS.
*
* @author Adam Atomic
* @author Richard Davey
*/
/**
* Phaser
* Phaser - Emitter
*
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*/
module Phaser {
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/// <reference path="../Signal.ts" />
/**
* Phaser
* Phaser - GameObject
*
* This is the base GameObject on which all other game objects are derived. It contains all the logic required for position,
* motion, size, collision and input.
*/
module Phaser {
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/// <reference path="../Game.ts" />
/**
* Phaser
* Phaser - GeomSprite
*
* A GeomSprite is a special kind of GameObject that contains a base geometry class (Circle, Line, Point, Rectangle).
* They can be rendered in the game and used for collision just like any other game object. Display of them is controlled
* via the lineWidth / lineColor / fillColor and renderOutline / renderFill properties.
*/
module Phaser {
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/// <reference path="Sprite.ts" />
/**
* This is a simple particle class that extends the default behavior
* of <code>Sprite</code> to have slightly more specialized behavior
* common to many game scenarios. You can override and extend this class
* just like you would <code>Sprite</code>. While <code>Emitter</code>
* used to work with just any old sprite, it now requires a
* <code>Particle</code> based class.
*
* @author Adam Atomic
* @author Richard Davey
*/
/**
* Phaser
* Phaser - Particle
*
* This is a simple particle class that extends a Sprite to have a slightly more
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
*/
module Phaser {
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/// <reference path="GameObject.ts" />
/**
* Phaser
* Phaser - Sprite
*
* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
* It's probably the most used GameObject of all.
*/
module Phaser {
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/// <reference path="../system/TilemapBuffer.ts" />
/**
* Phaser
* Phaser - Tilemap
*
* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
* Internally it creates a TilemapBuffer for each camera in the world.
*/
module Phaser {