mirror of
https://github.com/wassname/phaser.git
synced 2026-06-30 16:40:20 +08:00
Updated docs - they now actually list the new body methods :)
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+53
-16
@@ -166,6 +166,10 @@
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<a href="Phaser.Game.html">Game</a>
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</li>
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<li>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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<li>
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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@@ -254,6 +258,38 @@
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li>
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<a href="Phaser.Physics.Body.html">Body</a>
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</li>
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<li>
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<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li>
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<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li>
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<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li>
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<a href="Phaser.Physics.Material.html">Material</a>
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</li>
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<li>
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<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
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</li>
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<li>
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<a href="Phaser.Physics.Spring.html">Spring</a>
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</li>
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<li>
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<a href="Phaser.Physics.World.html">World</a>
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</li>
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<li>
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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@@ -573,10 +609,15 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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this.raf = null;
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/**
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* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
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* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
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*/
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this.add = null;
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/**
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* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
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*/
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this.make = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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* @default
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@@ -895,6 +936,7 @@ Phaser.Game.prototype = {
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this.world = new Phaser.World(this);
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this.add = new Phaser.GameObjectFactory(this);
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this.make = new Phaser.GameObjectCreator(this);
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this.cache = new Phaser.Cache(this);
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this.load = new Phaser.Loader(this);
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this.time = new Phaser.Time(this);
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@@ -921,7 +963,15 @@ Phaser.Game.prototype = {
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this.isRunning = true;
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this._loadComplete = false;
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this.raf = new Phaser.RequestAnimationFrame(this);
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if (this.config && this.config['forceSetTimeOut'])
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{
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this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
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}
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else
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{
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this.raf = new Phaser.RequestAnimationFrame(this, false);
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}
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this.raf.start();
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}
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@@ -981,14 +1031,6 @@ Phaser.Game.prototype = {
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*/
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setUpRenderer: function () {
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/*
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if (this.device.trident)
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{
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// Pixi WebGL renderer on IE11 doesn't work correctly with masks, if you need them you may want to comment this block out
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this.renderType = Phaser.CANVAS;
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}
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*/
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if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
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{
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if (this.device.canvas)
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@@ -1000,7 +1042,6 @@ Phaser.Game.prototype = {
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
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Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
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// this.canvas = this.renderer.view;
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this.context = this.renderer.context;
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}
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else
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@@ -1013,13 +1054,9 @@ Phaser.Game.prototype = {
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// They requested WebGL, and their browser supports it
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this.renderType = Phaser.WEBGL;
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this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias);
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// this.canvas = this.renderer.view;
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this.context = null;
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}
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// Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
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// Phaser.Canvas.setTouchAction(this.renderer.view);
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Phaser.Canvas.addToDOM(this.canvas, this.parent, true);
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Phaser.Canvas.setTouchAction(this.canvas);
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@@ -1220,7 +1257,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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