Lots of documentation updates and new Loader examples.

This commit is contained in:
photonstorm
2013-11-27 16:33:49 +00:00
parent 4926fac578
commit a9a46bfbbf
27 changed files with 1047 additions and 203 deletions
+27 -30
View File
@@ -6,21 +6,22 @@
*/
/**
* Create a new <code>Tile</code>.
* Create a new `Tile` object. Tiles live inside of Tilesets and are rendered via TilemapLayers.
*
* @class Phaser.Tile
* @classdesc A Tile is a single representation of a tile within a Tilemap.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Tilemap} tilemap - The tilemap this tile belongs to.
* @param {number} index - The index of this tile type in the core map data.
* @param {number} width - Width of the tile.
* @param {number} height - Height of the tile.
* @param {Phaser.Tileset} tileset - The tileset this tile belongs to.
* @param {number} index - The index of this tile type in the core map data.
* @param {number} x - The x coordinate of this tile.
* @param {number} y - The y coordinate of this tile.
* @param {number} width - Width of the tile.
* @param {number} height - Height of the tile.
*/
Phaser.Tile = function (tileset, index, x, y, width, height) {
/**
* @property {string} tileset - The tileset this tile belongs to.
* @property {Phaser.Tileset} tileset - The tileset this tile belongs to.
*/
this.tileset = tileset;
@@ -118,7 +119,7 @@ Phaser.Tile.prototype = {
/**
* Set callback to be called when this tilemap collides.
*
* @method Phaser.Tilemap.prototype.setCollisionCallback
* @method Phaser.Tile#setCollisionCallback
* @param {Function} callback - Callback function.
* @param {object} context - Callback will be called with this context.
*/
@@ -131,7 +132,7 @@ Phaser.Tile.prototype = {
/**
* Clean up memory.
* @method destroy
* @method Phaser.Tile#destroy
*/
destroy: function () {
@@ -140,15 +141,12 @@ Phaser.Tile.prototype = {
},
/**
* Set collision configs.
* @method setCollision
* @param {boolean} left - Indicating collide with any object on the left.
* @param {boolean} right - Indicating collide with any object on the right.
* @param {boolean} up - Indicating collide with any object on the top.
* @param {boolean} down - Indicating collide with any object on the bottom.
* @param {boolean} reset - Description.
* @param {boolean} separateX - Separate at x-axis.
* @param {boolean} separateY - Separate at y-axis.
* Set collision settings on this tile.
* @method Phaser.Tile#setCollision
* @param {boolean} left - Indicating collide with any object on the left.
* @param {boolean} right - Indicating collide with any object on the right.
* @param {boolean} up - Indicating collide with any object on the top.
* @param {boolean} down - Indicating collide with any object on the bottom.
*/
setCollision: function (left, right, up, down) {
@@ -170,7 +168,7 @@ Phaser.Tile.prototype = {
/**
* Reset collision status flags.
* @method resetCollision
* @method Phaser.Tile#resetCollision
*/
resetCollision: function () {
@@ -184,27 +182,26 @@ Phaser.Tile.prototype = {
};
/**
* @name Phaser.Tile#bottom
* @property {number} bottom - The sum of the y and height properties.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "bottom", {
/**
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom
* @return {number}
*/
get: function () {
return this.y + this.height;
}
});
/**
* @name Phaser.Tile#right
* @property {number} right - The sum of the x and width properties.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "right", {
/**
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
* However it does affect the width property.
* @method right
* @return {number}
*/
get: function () {
return this.x + this.width;
}