Preparing more documentation.

This commit is contained in:
Richard Davey
2013-10-02 01:16:40 +01:00
parent 7c7cd8b01d
commit e5b1faace6
163 changed files with 214643 additions and 24491 deletions
+14 -17
View File
@@ -2,14 +2,13 @@
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Game
*/
/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
* @class
* @class Phaser.Game
* @classdesc This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
@@ -252,8 +251,8 @@ Phaser.Game.prototype = {
/**
* Initialize engine sub modules and start the game.
*
* @method boot
* @memberof Phaser.Game
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
@@ -333,8 +332,8 @@ Phaser.Game.prototype = {
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method setUpRenderer
* @memberof Phaser.Game
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
@@ -370,8 +369,8 @@ Phaser.Game.prototype = {
/**
* Called when the load has finished, after preload was run.
*
* @method loadComplete
* @memberof Phaser.Game
* @method Phaser.Game#loadComplete
* @protected
*/
loadComplete: function () {
@@ -384,8 +383,8 @@ Phaser.Game.prototype = {
/**
* The core game loop.
*
* @method update
* @memberof Phaser.Game
* @method Phaser.Game#update
* @protected
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
@@ -419,8 +418,7 @@ Phaser.Game.prototype = {
/**
* Nuke the entire game from orbit
*
* @method destroy
* @memberof Phaser.Game
* @method Phaser.Game#destroy
*/
destroy: function () {
@@ -441,11 +439,10 @@ Phaser.Game.prototype = {
};
/**
* Get
* @returns {boolean} - The paused state of the game.
*//**
* Set
* @param {boolean} value - Put the game into a paused state or resume it. A paused game doesn't call any of the subsystems.
* The paused state of the Game. A paused game doesn't update any of its subsystems.
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
* @name Phaser.Game#paused
* @property {boolean} paused - Gets and sets the paused state of the Game.
*/
Object.defineProperty(Phaser.Game.prototype, "paused", {