Tilemap had the wrong @method signatures so most were missing from the docs.

This commit is contained in:
photonstorm
2014-02-08 07:24:22 +00:00
parent 67bd653eb4
commit ee3f6d8e7f
175 changed files with 44668 additions and 10218 deletions
+86 -31
View File
@@ -182,6 +182,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Image.html">Image</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
@@ -398,6 +402,36 @@
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
<li>
<a href="global.html#hex2rgb">hex2rgb</a>
</li>
<li>
<a href="global.html#hitTest">hitTest</a>
</li>
<li>
<a href="global.html#rgb2hex">rgb2hex</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
@@ -456,6 +490,26 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @method Phaser.GameObjectFactory#image
* @param {number} x - X position of the image.
* @param {number} y - Y position of the image.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
image: function (x, y, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Image(this.game, x, y, key, frame));
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*
@@ -475,24 +529,6 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* DEPRECATED - will be removed in Phaser 1.2
* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
*
* @method Phaser.GameObjectFactory#child
* @param {Phaser.Group} group - The Group to add this child to.
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
child: function (group, x, y, key, frame) {
return group.create(x, y, key, frame);
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
@@ -686,32 +722,51 @@ Phaser.GameObjectFactory.prototype = {
* A dynamic initially blank canvas to which images can be drawn.
*
* @method Phaser.GameObjectFactory#renderTexture
* @param {string} key - Asset key for the render texture.
* @param {number} width - the width of the render texture.
* @param {number} height - the height of the render texture.
* @return {Phaser.RenderTexture} The newly created renderTexture object.
* @param {number} [width=100] - the width of the RenderTexture.
* @param {number} [height=100] - the height of the RenderTexture.
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
*/
renderTexture: function (key, width, height) {
renderTexture: function (width, height, key, addToCache) {
var texture = new Phaser.RenderTexture(this.game, key, width, height);
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
this.game.cache.addRenderTexture(key, texture);
var texture = new Phaser.RenderTexture(this.game, width, height, key);
if (addToCache)
{
this.game.cache.addRenderTexture(key, texture);
}
return texture;
},
/**
* Experimental: A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectFactory#bitmapData
* @param {number} [width=256] - The width of the BitmapData in pixels.
* @param {number} [height=256] - The height of the BitmapData in pixels.
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
bitmapData: function (width, height) {
bitmapData: function (width, height, addToCache) {
return new Phaser.BitmapData(this.game, width, height);
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
var texture = new Phaser.BitmapData(this.game, key, width, height);
if (addToCache)
{
this.game.cache.addBitmapData(key, texture);
}
return texture;
},
@@ -759,7 +814,7 @@ Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>