mirror of
https://github.com/wassname/phaser.git
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Preparing more documentation.
This commit is contained in:
+40
-36
@@ -2,7 +2,6 @@
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||||
* @author Richard Davey <rich@photonstorm.com>
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||||
* @copyright 2013 Photon Storm Ltd.
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||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.Camera
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*/
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/**
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@@ -10,7 +9,7 @@
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*
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* @class Camera
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* @class Phaser.Camera
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
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@@ -75,25 +74,43 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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this.target = null;
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/**
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* @property {number} edge - Edge property. Description.
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* @property {number} edge - Edge property.
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* @private
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* @default
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*/
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this._edge = 0;
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};
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// Consts
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_LOCKON = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_PLATFORMER = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_TOPDOWN = 2;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
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* @method follow
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* @memberof Phaser.Camera
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* @method Phaser.Camera#follow
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* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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@@ -133,8 +150,7 @@ Phaser.Camera.prototype = {
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/**
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* Move the camera focus to a location instantly.
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* @method focusOnXY
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* @memberof Phaser.Camera
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* @method Phaser.Camera#focusOnXY
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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@@ -147,8 +163,7 @@ Phaser.Camera.prototype = {
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/**
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* Update focusing and scrolling.
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* @method update
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* @memberof Phaser.Camera
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* @method Phaser.Camera#update
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*/
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update: function () {
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@@ -198,8 +213,7 @@ Phaser.Camera.prototype = {
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/**
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* Method called to ensure the camera doesn't venture outside of the game world.
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* @method checkWorldBounds
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* @memberof Phaser.Camera
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* @method Phaser.Camera#checkWorldBounds
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*/
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checkWorldBounds: function () {
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@@ -239,8 +253,7 @@ Phaser.Camera.prototype = {
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* A helper function to set both the X and Y properties of the camera at once
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* without having to use game.camera.x and game.camera.y.
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*
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* @method setPosition
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* @memberof Phaser.Camera
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* @method Phaser.Camera#setPosition
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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@@ -255,8 +268,7 @@ Phaser.Camera.prototype = {
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/**
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* Sets the size of the view rectangle given the width and height in parameters.
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*
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* @method setSize
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* @memberof Phaser.Camera
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* @method Phaser.Camera#setSize
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* @param {number} width - The desired width.
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* @param {number} height - The desired height.
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*/
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@@ -270,11 +282,9 @@ Phaser.Camera.prototype = {
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};
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/**
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* Get
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* @return {number} The x position.
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*//**
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* Sets the camera's x position and clamp it if it's outside the world bounds.
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* @param {number} value - The x position.
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* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
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* @name Phaser.Camera#x
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* @property {number} x - Gets or sets the cameras x position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "x", {
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@@ -290,11 +300,9 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
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});
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/**
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* Get
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* @return {number} The y position.
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*//**
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* Sets the camera's y position and clamp it if it's outside the world bounds.
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* @param {number} value - The y position.
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* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
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* @name Phaser.Camera#y
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* @property {number} y - Gets or sets the cameras y position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "y", {
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@@ -310,11 +318,9 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
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});
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/**
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* Returns the width of the view rectangle, in pixels.
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* @return {number} The width of the view rectangle, in pixels.
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*//**
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* Sets the width of the view rectangle.
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* @param {number} value - Width of the view rectangle.
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* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
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* @name Phaser.Camera#width
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* @property {number} width - Gets or sets the cameras width.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "width", {
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@@ -329,11 +335,9 @@ Object.defineProperty(Phaser.Camera.prototype, "width", {
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});
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/**
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* Returns the height of the view rectangle, in pixels.
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* @return {number} The height of the view rectangle, in pixels.
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*//**
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* Sets the height of the view rectangle.
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* @param {number} value - Height of the view rectangle.
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* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
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* @name Phaser.Camera#height
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* @property {number} height - Gets or sets the cameras height.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "height", {
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+14
-17
@@ -2,14 +2,13 @@
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.Game
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*/
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/**
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* Game constructor
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*
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* Instantiate a new <code>Phaser.Game</code> object.
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* @class
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* @class Phaser.Game
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* @classdesc This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
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@@ -252,8 +251,8 @@ Phaser.Game.prototype = {
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/**
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* Initialize engine sub modules and start the game.
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*
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* @method boot
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* @memberof Phaser.Game
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* @method Phaser.Game#boot
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* @protected
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*/
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boot: function () {
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@@ -333,8 +332,8 @@ Phaser.Game.prototype = {
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/**
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* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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*
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* @method setUpRenderer
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* @memberof Phaser.Game
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* @method Phaser.Game#setUpRenderer
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* @protected
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*/
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setUpRenderer: function () {
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@@ -370,8 +369,8 @@ Phaser.Game.prototype = {
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/**
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* Called when the load has finished, after preload was run.
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*
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* @method loadComplete
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* @memberof Phaser.Game
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* @method Phaser.Game#loadComplete
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* @protected
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*/
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loadComplete: function () {
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@@ -384,8 +383,8 @@ Phaser.Game.prototype = {
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/**
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* The core game loop.
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*
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* @method update
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* @memberof Phaser.Game
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* @method Phaser.Game#update
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* @protected
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* @param {number} time - The current time as provided by RequestAnimationFrame.
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*/
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update: function (time) {
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@@ -419,8 +418,7 @@ Phaser.Game.prototype = {
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/**
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* Nuke the entire game from orbit
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*
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* @method destroy
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* @memberof Phaser.Game
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* @method Phaser.Game#destroy
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*/
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destroy: function () {
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@@ -441,11 +439,10 @@ Phaser.Game.prototype = {
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};
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/**
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* Get
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* @returns {boolean} - The paused state of the game.
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*//**
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||||
* Set
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* @param {boolean} value - Put the game into a paused state or resume it. A paused game doesn't call any of the subsystems.
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* The paused state of the Game. A paused game doesn't update any of its subsystems.
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* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
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* @name Phaser.Game#paused
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* @property {boolean} paused - Gets and sets the paused state of the Game.
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*/
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Object.defineProperty(Phaser.Game.prototype, "paused", {
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+50
-87
@@ -2,7 +2,6 @@
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.Group
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*/
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/**
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||||
@@ -85,8 +84,7 @@ Phaser.Group.prototype = {
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/**
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||||
* Description.
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||||
*
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* @method add
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* @memberof Phaser.Group
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* @method Phaser.Group#add
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* @param {Description} child - Description.
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||||
* @return {Description} Description.
|
||||
*/
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||||
@@ -111,8 +109,7 @@ Phaser.Group.prototype = {
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||||
/**
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||||
* Description.
|
||||
*
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* @method addAt
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* @memberof Phaser.Group
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* @method Phaser.Group#addAt
|
||||
* @param {Description} child - Description.
|
||||
* @param {Description} index - Description.
|
||||
* @return {Description} Description.
|
||||
@@ -138,7 +135,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
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||||
* @method getAt
|
||||
* @method Phaser.Group#getAt
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* @memberof Phaser.Group
|
||||
* @param {Description} index - Description.
|
||||
* @return {Description} Description.
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||||
@@ -152,8 +149,7 @@ Phaser.Group.prototype = {
|
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/**
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||||
* Description.
|
||||
*
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||||
* @method create
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* @memberof Phaser.Group
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* @method Phaser.Group#create
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||||
* @param {number} x - Description.
|
||||
* @param {number} y - Description.
|
||||
* @param {string} key - Description.
|
||||
@@ -184,8 +180,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method swap
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||||
* @memberof Phaser.Group
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* @method Phaser.Group#swap
|
||||
* @param {Description} child1 - Description.
|
||||
* @param {Description} child2 - Description.
|
||||
* @return {boolean} Description.
|
||||
@@ -313,8 +308,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method bringToTop
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#bringToTop
|
||||
* @param {Description} child - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
@@ -333,8 +327,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method getIndex
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#getIndex
|
||||
* @param {Description} child - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
@@ -347,8 +340,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method replace
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#replace
|
||||
* @param {Description} oldChild - Description.
|
||||
* @param {Description} newChild - Description.
|
||||
*/
|
||||
@@ -379,8 +371,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method setProperty
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#setProperty
|
||||
* @param {Description} child - Description.
|
||||
* @param {array} key - An array of values that will be set.
|
||||
* @param {Description} value - Description.
|
||||
@@ -443,8 +434,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method setAll
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#setAll
|
||||
* @param {Description} key - Description.
|
||||
* @param {Description} value - Description.
|
||||
* @param {Description} checkAlive - Description.
|
||||
@@ -482,8 +472,7 @@ Phaser.Group.prototype = {
|
||||
* Adds the amount to the given property on all children in this Group.
|
||||
* Group.addAll('x', 10) will add 10 to the child.x value.
|
||||
*
|
||||
* @method addAll
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#addAll
|
||||
* @param {string} property - The property to increment, for example 'body.velocity.x' or 'angle'.
|
||||
* @param {number} amount - The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.
|
||||
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
||||
@@ -499,8 +488,7 @@ Phaser.Group.prototype = {
|
||||
* Subtracts the amount from the given property on all children in this Group.
|
||||
* Group.subAll('x', 10) will minus 10 from the child.x value.
|
||||
*
|
||||
* @method subAll
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#subAll
|
||||
* @param {string} property - The property to decrement, for example 'body.velocity.x' or 'angle'.
|
||||
* @param {number} amount - The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.
|
||||
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
||||
@@ -516,8 +504,7 @@ Phaser.Group.prototype = {
|
||||
* Multiplies the given property by the amount on all children in this Group.
|
||||
* Group.multiplyAll('x', 2) will x2 the child.x value.
|
||||
*
|
||||
* @method multiplyAll
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#multiplyAll
|
||||
* @param {string} property - The property to multiply, for example 'body.velocity.x' or 'angle'.
|
||||
* @param {number} amount - The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.
|
||||
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
||||
@@ -533,8 +520,7 @@ Phaser.Group.prototype = {
|
||||
* Divides the given property by the amount on all children in this Group.
|
||||
* Group.divideAll('x', 2) will half the child.x value.
|
||||
*
|
||||
* @method divideAll
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#divideAll
|
||||
* @param {string} property - The property to divide, for example 'body.velocity.x' or 'angle'.
|
||||
* @param {number} amount - The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.
|
||||
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
||||
@@ -550,8 +536,7 @@ Phaser.Group.prototype = {
|
||||
* Calls a function on all of the children that have exists=true in this Group.
|
||||
* After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.
|
||||
*
|
||||
* @method callAllExists
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#callAllExists
|
||||
* @param {function} callback - The function that exists on the children that will be called.
|
||||
* @param {boolean} existsValue - Only children with exists=existsValue will be called.
|
||||
* @param {...*} parameter - Additional parameters that will be passed to the callback.
|
||||
@@ -583,8 +568,7 @@ Phaser.Group.prototype = {
|
||||
* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
|
||||
* After the callback parameter you can add as many extra parameters as you like, which will all be passed to the child.
|
||||
*
|
||||
* @method callAll
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#callAll
|
||||
* @param {function} callback - The function that exists on the children that will be called.
|
||||
* @param {...*} parameter - Additional parameters that will be passed to the callback.
|
||||
*/
|
||||
@@ -615,8 +599,7 @@ Phaser.Group.prototype = {
|
||||
* Description.
|
||||
* After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child.
|
||||
*
|
||||
* @method forEach
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#forEach
|
||||
* @param {Description} callback - Description.
|
||||
* @param {Description} callbackContext - Description.
|
||||
* @param {boolean} checkExists - Description.
|
||||
@@ -654,8 +637,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method forEachAlive
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#forEachAlive
|
||||
* @param {Description} callback - Description.
|
||||
* @param {Description} callbackContext - Description.
|
||||
*/
|
||||
@@ -687,8 +669,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method forEachDead
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#forEachDead
|
||||
* @param {Description} callback - Description.
|
||||
* @param {Description} callbackContext - Description.
|
||||
*/
|
||||
@@ -719,8 +700,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Call this function to retrieve the first object with exists == (the given state) in the group.
|
||||
*
|
||||
* @method getFirstExists
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#getFirstExists
|
||||
* @param {Description} state - Description.
|
||||
* @return {Any} The first child, or null if none found.
|
||||
*/
|
||||
@@ -755,8 +735,7 @@ Phaser.Group.prototype = {
|
||||
* Call this function to retrieve the first object with alive == true in the group.
|
||||
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
|
||||
*
|
||||
* @method getFirstAlive
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#getFirstAlive
|
||||
* @return {Any} The first alive child, or null if none found.
|
||||
*/
|
||||
getFirstAlive: function () {
|
||||
@@ -785,8 +764,7 @@ Phaser.Group.prototype = {
|
||||
* Call this function to retrieve the first object with alive == false in the group.
|
||||
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
|
||||
*
|
||||
* @method getFirstDead
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#getFirstDead
|
||||
* @return {Any} The first dead child, or null if none found.
|
||||
*/
|
||||
getFirstDead: function () {
|
||||
@@ -814,8 +792,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Call this function to find out how many members of the group are alive.
|
||||
*
|
||||
* @method countLiving
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#countLiving
|
||||
* @return {number} The number of children flagged as alive. Returns -1 if Group is empty.
|
||||
*/
|
||||
countLiving: function () {
|
||||
@@ -845,8 +822,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Call this function to find out how many members of the group are dead.
|
||||
*
|
||||
* @method countDead
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#countDead
|
||||
* @return {number} The number of children flagged as dead. Returns -1 if Group is empty.
|
||||
*/
|
||||
countDead: function () {
|
||||
@@ -876,8 +852,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Returns a member at random from the group.
|
||||
*
|
||||
* @method getRandom
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#getRandom
|
||||
* @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
|
||||
* @param {number} length - Optional restriction on the number of values you want to randomly select from.
|
||||
* @return {Any} A random child of this Group.
|
||||
@@ -899,8 +874,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method remove
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#remove
|
||||
* @param {Description} child - Description.
|
||||
*/
|
||||
remove: function (child) {
|
||||
@@ -914,8 +888,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method removeAll
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#removeAll
|
||||
*/
|
||||
removeAll: function () {
|
||||
|
||||
@@ -939,8 +912,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method removeBetween
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#removeBetween
|
||||
* @param {Description} startIndex - Description.
|
||||
* @param {Description} endIndex - Description.
|
||||
*/
|
||||
@@ -968,8 +940,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method destroy
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#destroy
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
@@ -988,8 +959,7 @@ Phaser.Group.prototype = {
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method dump
|
||||
* @memberof Phaser.Group
|
||||
* @method Phaser.Group#dump
|
||||
*/
|
||||
dump: function (full) {
|
||||
|
||||
@@ -1079,8 +1049,8 @@ Phaser.Group.prototype = {
|
||||
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
* @name Phaser.Group#length
|
||||
* @property {number} length - The number of children in this Group.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Group.prototype, "length", {
|
||||
|
||||
@@ -1091,11 +1061,10 @@ Object.defineProperty(Phaser.Group.prototype, "length", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
*//**
|
||||
* Set
|
||||
* @param {Description} value - Description
|
||||
* The x coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates.
|
||||
* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
|
||||
* @name Phaser.Group#x
|
||||
* @property {number} x - The x coordinate of the Group container.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Group.prototype, "x", {
|
||||
|
||||
@@ -1110,11 +1079,10 @@ Object.defineProperty(Phaser.Group.prototype, "x", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
*//**
|
||||
* Set
|
||||
* @param {Description} value - Description
|
||||
* The y coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates.
|
||||
* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
|
||||
* @name Phaser.Group#y
|
||||
* @property {number} y - The y coordinate of the Group container.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Group.prototype, "y", {
|
||||
|
||||
@@ -1129,11 +1097,10 @@ Object.defineProperty(Phaser.Group.prototype, "y", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
*//**
|
||||
* Set
|
||||
* @param {Description} value - Description
|
||||
* The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation.
|
||||
* This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
|
||||
* @name Phaser.Group#angle
|
||||
* @property {number} angle - The angle of rotation given in degrees, where 0 degrees = to the right.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Group.prototype, "angle", {
|
||||
|
||||
@@ -1148,11 +1115,10 @@ Object.defineProperty(Phaser.Group.prototype, "angle", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
*//**
|
||||
* Set
|
||||
* @param {Description} value - Description
|
||||
* The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation.
|
||||
* This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
|
||||
* @name Phaser.Group#rotation
|
||||
* @property {number} rotation - The angle of rotation given in radians.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Group.prototype, "rotation", {
|
||||
|
||||
@@ -1167,11 +1133,8 @@ Object.defineProperty(Phaser.Group.prototype, "rotation", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
*//**
|
||||
* Set
|
||||
* @param {Description} value - Description.
|
||||
* @name Phaser.Group#visible
|
||||
* @property {boolean} visible - The visible state of the Group. Non-visible Groups and all of their children are not rendered.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Group.prototype, "visible", {
|
||||
|
||||
|
||||
@@ -51,6 +51,7 @@ Phaser.LinkedList.prototype = {
|
||||
* Add element to a linked list.
|
||||
*
|
||||
* @method add
|
||||
* @memberof Phaser.LinkedList
|
||||
* @param {object} child - Description.
|
||||
* @return {object} Description.
|
||||
*/
|
||||
@@ -84,6 +85,7 @@ Phaser.LinkedList.prototype = {
|
||||
* Remove element from a linked list.
|
||||
*
|
||||
* @method remove
|
||||
* @memberof Phaser.LinkedList
|
||||
* @param {object} child - Description.
|
||||
*/
|
||||
remove: function (child) {
|
||||
@@ -103,6 +105,7 @@ Phaser.LinkedList.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method callAll
|
||||
* @memberof Phaser.LinkedList
|
||||
* @param {object} callback - Description.
|
||||
*/
|
||||
callAll: function (callback) {
|
||||
@@ -132,6 +135,7 @@ Phaser.LinkedList.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method dump
|
||||
* @memberof Phaser.LinkedList
|
||||
*/
|
||||
dump: function () {
|
||||
|
||||
|
||||
+10
-1
@@ -14,7 +14,6 @@
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {Description} parent - Description.
|
||||
*
|
||||
*/
|
||||
Phaser.Plugin = function (game, parent) {
|
||||
|
||||
@@ -71,6 +70,8 @@ Phaser.Plugin.prototype = {
|
||||
/**
|
||||
* Pre-update is called at the start of the update cycle, before any other updates have taken place (including Physics).
|
||||
* It is only called if active is set to true.
|
||||
* @method preUpdate
|
||||
* @memberof Phaser.Plugin
|
||||
*/
|
||||
preUpdate: function () {
|
||||
},
|
||||
@@ -78,6 +79,8 @@ Phaser.Plugin.prototype = {
|
||||
/**
|
||||
* Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.
|
||||
* It is only called if active is set to true.
|
||||
* @method update
|
||||
* @memberof Phaser.Plugin
|
||||
*/
|
||||
update: function () {
|
||||
},
|
||||
@@ -85,6 +88,8 @@ Phaser.Plugin.prototype = {
|
||||
/**
|
||||
* Render is called right after the Game Renderer completes, but before the State.render.
|
||||
* It is only called if visible is set to true.
|
||||
* @method render
|
||||
* @memberof Phaser.Plugin
|
||||
*/
|
||||
render: function () {
|
||||
},
|
||||
@@ -92,12 +97,16 @@ Phaser.Plugin.prototype = {
|
||||
/**
|
||||
* Post-render is called after the Game Renderer and State.render have run.
|
||||
* It is only called if visible is set to true.
|
||||
* @method postRender
|
||||
* @memberof Phaser.Plugin
|
||||
*/
|
||||
postRender: function () {
|
||||
},
|
||||
|
||||
/**
|
||||
* Clear down this Plugin and null out references
|
||||
* @method destroy
|
||||
* @memberof Phaser.Plugin
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
* @module Phaser.PluginManager
|
||||
*/
|
||||
|
||||
|
||||
// TODO: We can optimise this a lot by using separate hashes per function (update, render, etc)
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
@@ -48,6 +46,8 @@ Phaser.PluginManager.prototype = {
|
||||
/**
|
||||
* Add a new Plugin to the PluginManager.
|
||||
* The plugin's game and parent reference are set to this game and pluginmanager parent.
|
||||
* @method add
|
||||
* @memberof Phaser.PluginManager
|
||||
* @param {Phaser.Plugin} plugin - Description.
|
||||
* @return {Phaser.Plugin} Description.
|
||||
*/
|
||||
@@ -115,6 +115,8 @@ Phaser.PluginManager.prototype = {
|
||||
|
||||
/**
|
||||
* Remove a Plugin from the PluginManager.
|
||||
* @method remove
|
||||
* @memberof Phaser.PluginManager
|
||||
* @param {Phaser.Plugin} plugin - Description.
|
||||
*/
|
||||
remove: function (plugin) {
|
||||
@@ -128,6 +130,7 @@ Phaser.PluginManager.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method preUpdate
|
||||
* @memberof Phaser.PluginManager
|
||||
*/
|
||||
preUpdate: function () {
|
||||
|
||||
@@ -150,6 +153,7 @@ Phaser.PluginManager.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method update
|
||||
* @memberof Phaser.PluginManager
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
@@ -172,6 +176,7 @@ Phaser.PluginManager.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method render
|
||||
* @memberof Phaser.PluginManager
|
||||
*/
|
||||
render: function () {
|
||||
|
||||
@@ -194,6 +199,7 @@ Phaser.PluginManager.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method postRender
|
||||
* @memberof Phaser.PluginManager
|
||||
*/
|
||||
postRender: function () {
|
||||
|
||||
@@ -216,6 +222,7 @@ Phaser.PluginManager.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method destroy
|
||||
* @memberof Phaser.PluginManager
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
|
||||
+1
-5
@@ -5,13 +5,9 @@
|
||||
* @module Phaser.Signal
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* A Signal is used for object communication via a custom broadcaster instead of Events.
|
||||
*
|
||||
* @class Phaser.Signal
|
||||
* @classdesc Phaser Signal
|
||||
* @classdesc A Signal is used for object communication via a custom broadcaster instead of Events.
|
||||
* @author Miller Medeiros http://millermedeiros.github.com/js-signals/
|
||||
* @constructor
|
||||
*/
|
||||
|
||||
@@ -111,6 +111,22 @@ Phaser.State.prototype = {
|
||||
preload: function () {
|
||||
},
|
||||
|
||||
/**
|
||||
* Put update logic here.
|
||||
*
|
||||
* @method loadUpdate
|
||||
*/
|
||||
loadUpdate: function () {
|
||||
},
|
||||
|
||||
/**
|
||||
* Put render operations here.
|
||||
*
|
||||
* @method loadRender
|
||||
*/
|
||||
loadRender: function () {
|
||||
},
|
||||
|
||||
/**
|
||||
* This method is called after the game engine successfully switches states.
|
||||
* Feel free to add any setup code here (do not load anything here, override preload() instead).
|
||||
|
||||
Reference in New Issue
Block a user