Updated documentation.

This commit is contained in:
photonstorm
2013-11-28 15:57:09 +00:00
parent 8da9b67c18
commit f22159e257
193 changed files with 68905 additions and 93104 deletions
+171 -131
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@@ -409,36 +449,36 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
* @property {number} maxParticles - The total number of particles in this emitter..
* @default
*/
this.maxParticles = maxParticles || 50;
this.maxParticles = maxParticles || 50;
Phaser.Group.call(this, game);
Phaser.Group.call(this, game);
/**
* @property {string} name - Description.
*/
* @property {string} name - Description.
*/
this.name = 'emitter' + this.game.particles.ID++;
/**
* @property {Description} type - Description.
*/
* @property {Description} type - Description.
*/
this.type = Phaser.EMITTER;
/**
* @property {number} x - The X position of the top left corner of the emitter in world space.
* @default
*/
* @property {number} x - The X position of the top left corner of the emitter in world space.
* @default
*/
this.x = 0;
/**
* @property {number} y - The Y position of the top left corner of emitter in world space.
* @default
*/
* @property {number} y - The Y position of the top left corner of emitter in world space.
* @default
*/
this.y = 0;
/**
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
this.width = 1;
/**
@@ -470,138 +510,138 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.minParticleScale = 1;
/**
* The maximum possible scale of a particle.
* The default value is 1.
* @property {number} maxParticleScale
* @default
*/
* The maximum possible scale of a particle.
* The default value is 1.
* @property {number} maxParticleScale
* @default
*/
this.maxParticleScale = 1;
/**
* The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation
* @default
*/
* The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation
* @default
*/
this.minRotation = -360;
/**
* The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation
* @default
*/
* The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation
* @default
*/
this.maxRotation = 360;
/**
* Sets the &lt;code>gravity.y&lt;/code> of each particle to this value on launch.
* @property {number} gravity
* @default
*/
* Sets the &lt;code>gravity.y&lt;/code> of each particle to this value on launch.
* @property {number} gravity
* @default
*/
this.gravity = 2;
/**
* Set your own particle class type here.
* @property {Description} particleClass
* @default
*/
* Set your own particle class type here.
* @property {Description} particleClass
* @default
*/
this.particleClass = null;
/**
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
*/
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
*/
this.particleDrag = new Phaser.Point();
/**
* The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag
* @default
*/
* The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag
* @default
*/
this.angularDrag = 0;
/**
* How often a particle is emitted in ms (if emitter is started with Explode == false).
* @property {boolean} frequency
* @default
*/
* How often a particle is emitted in ms (if emitter is started with Explode === false).
* @property {boolean} frequency
* @default
*/
this.frequency = 100;
/**
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan
* @default
*/
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan
* @default
*/
this.lifespan = 2000;
/**
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce
*/
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce
*/
this.bounce = new Phaser.Point();
/**
* Internal helper for deciding how many particles to launch.
* @property {number} _quantity
* @private
* @default
*/
* Internal helper for deciding how many particles to launch.
* @property {number} _quantity
* @private
* @default
*/
this._quantity = 0;
/**
* Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer
* @private
* @default
*/
/**
* Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer
* @private
* @default
*/
this._timer = 0;
/**
* Internal counter for figuring out how many particles to launch.
* @property {number} _counter
* @private
* @default
*/
* Internal counter for figuring out how many particles to launch.
* @property {number} _counter
* @private
* @default
*/
this._counter = 0;
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode
* @private
* @default
*/
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode
* @private
* @default
*/
this._explode = true;
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {boolean} on
* @default
*/
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {boolean} on
* @default
*/
this.on = false;
/**
* Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists
* @default
*/
* Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists
* @default
*/
this.exists = true;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX
*/
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX
*/
this.emitX = x;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY
*/
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY
*/
this.emitY = y;
};
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
@@ -617,12 +657,12 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
{
if (this._explode)
{
this._counter = 0;
this._counter = 0;
do
{
this.emitParticle();
this._counter++;
this.emitParticle();
this._counter++;
}
while (this._counter &lt; this._quantity);
@@ -630,22 +670,22 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
}
else
{
if (this.game.time.now >= this._timer)
{
if (this.game.time.now >= this._timer)
{
this.emitParticle();
this._counter++;
this._counter++;
if (this._quantity > 0)
{
if (this._counter >= this._quantity)
{
this.on = false;
}
if (this._counter >= this._quantity)
{
this.on = false;
}
}
this._timer = this.game.time.now + this.frequency;
}
}
}
}
@@ -669,7 +709,7 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
frames = 0;
}
quantity = quantity || this.maxParticles;
quantity = quantity || this.maxParticles;
collide = collide || 0;
if (typeof collideWorldBounds == 'undefined')
@@ -698,10 +738,10 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
}
else
{
// else
// {
// particle = new this.particleClass(this.game);
}
// }
if (collide > 0)
{
@@ -763,18 +803,18 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
*/
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode !== 'boolean')
{
explode = true;
}
if (typeof explode !== 'boolean')
{
explode = true;
}
lifespan = lifespan || 0;
lifespan = lifespan || 0;
// How many ms between emissions?
frequency = frequency || 250;
// How many ms between emissions?
frequency = frequency || 250;
// Total number of particles to emit
quantity = quantity || 0;
// Total number of particles to emit
quantity = quantity || 0;
this.revive();
@@ -809,16 +849,16 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
if (particle == null)
{
return;
return;
}
if (this.width > 1 || this.height > 1)
{
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
}
else
{
particle.reset(this.emitX, this.emitY);
particle.reset(this.emitX, this.emitY);
}
particle.lifespan = this.lifespan;
@@ -887,8 +927,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
@@ -903,8 +943,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
@@ -919,8 +959,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minRotation = min;
this.maxRotation = max;
@@ -1077,7 +1117,7 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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