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More docs coming on.
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@@ -26,13 +26,13 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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style = style || '';
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/**
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* @property {bool} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {bool} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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@@ -112,7 +112,7 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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/**
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* @property {bool} renderable - Description.
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* @property {boolean} renderable - Description.
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* @private
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*/
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this.renderable = true;
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@@ -44,7 +44,7 @@ Phaser.GameObjectFactory.prototype = {
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* Description.
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* @method existing.
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* @param {object} - Description.
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* @return {bool} Description.
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* @return {boolean} Description.
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*/
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existing: function (object) {
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@@ -29,13 +29,13 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.game = game;
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/**
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* @property {bool} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {bool} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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@@ -174,7 +174,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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* Note that this check doesn't look at this Sprites children, which may still be in camera range.
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* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
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*
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* @property {bool} autoCull
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* @property {boolean} autoCull
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* @default
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*/
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this.autoCull = false;
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@@ -290,7 +290,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.inWorldThreshold = 0;
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/**
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* @property {bool} _outOfBoundsFired - Description.
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* @property {boolean} _outOfBoundsFired - Description.
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* @private
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* @default
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*/
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@@ -649,7 +649,7 @@ Phaser.Sprite.prototype.getBounds = function(rect) {
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*
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* @method play
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* @param {String} name The name of the animation to be played, e.g. "fire", "walk", "jump".
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* @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.
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* @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.
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* @param {Boolean} [loop=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @return {Phaser.Animation} A reference to playing Animation instance.
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*/
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@@ -714,7 +714,7 @@ Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
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/**
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* Is this sprite visible to the camera or not?
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* @returns {bool}
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* @returns {boolean}
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*/
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Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
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@@ -25,14 +25,14 @@ Phaser.Text = function (game, x, y, text, style) {
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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/**
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* @property {bool} exists - Description.
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* @property {boolean} exists - Description.
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* @default
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*/
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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/**
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* @property {bool} alive - Description.
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* @property {boolean} alive - Description.
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* @default
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*/
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this.alive = true;
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@@ -111,7 +111,7 @@ Phaser.Text = function (game, x, y, text, style) {
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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/**
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* @property {bool} renderable - Description.
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* @property {boolean} renderable - Description.
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*/
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this.renderable = true;
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