Updated docs - they now actually list the new body methods :)

This commit is contained in:
photonstorm
2014-02-21 15:37:26 +00:00
parent 7ee0c20bb3
commit e9e5bf9436
192 changed files with 51286 additions and 4396 deletions
+53 -16
View File
@@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -573,10 +609,15 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
*/
this.add = null;
/**
* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
*/
this.make = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
@@ -895,6 +936,7 @@ Phaser.Game.prototype = {
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
@@ -921,7 +963,15 @@ Phaser.Game.prototype = {
this.isRunning = true;
this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this);
if (this.config && this.config['forceSetTimeOut'])
{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
}
else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
}
this.raf.start();
}
@@ -981,14 +1031,6 @@ Phaser.Game.prototype = {
*/
setUpRenderer: function () {
/*
if (this.device.trident)
{
// Pixi WebGL renderer on IE11 doesn't work correctly with masks, if you need them you may want to comment this block out
this.renderType = Phaser.CANVAS;
}
*/
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
{
if (this.device.canvas)
@@ -1000,7 +1042,6 @@ Phaser.Game.prototype = {
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
// this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
@@ -1013,13 +1054,9 @@ Phaser.Game.prototype = {
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias);
// this.canvas = this.renderer.view;
this.context = null;
}
// Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
// Phaser.Canvas.setTouchAction(this.renderer.view);
Phaser.Canvas.addToDOM(this.canvas, this.parent, true);
Phaser.Canvas.setTouchAction(this.canvas);
@@ -1220,7 +1257,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>