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
+47 -7
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>
@@ -469,6 +505,7 @@
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
*
* @constructor
* @extends PIXI.Sprite
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
@@ -946,11 +983,6 @@ Phaser.Sprite.prototype.kill = function() {
*/
Phaser.Sprite.prototype.destroy = function() {
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
this.parent.remove(this);
@@ -976,10 +1008,19 @@ Phaser.Sprite.prototype.destroy = function() {
this.events.destroy();
}
var i = this.children.length;
while (i--)
{
this.removeChild(this.children[i]);
}
this.alive = false;
this.exists = false;
this.visible = false;
this.filters = null;
this.mask = null;
this.game = null;
};
@@ -1371,7 +1412,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "exists", {
});
/**
* An Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Sprite.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
@@ -1423,7 +1463,7 @@ Object.defineProperty(Phaser.Sprite.prototype, "fixedToCamera", {
<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 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>