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
+367 -315
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>
@@ -399,7 +439,7 @@
* @constructor
* @param {number} [width=800] - The width of your game in game pixels.
* @param {number} [height=600] - The height of your game in game pixels.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use (canvas or webgl)
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
* @param {HTMLElement} [parent=''] - The Games DOM parent.
* @param {any} [state=null] - Description.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
@@ -407,380 +447,388 @@
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
width = width || 800;
height = height || 600;
renderer = renderer || Phaser.AUTO;
parent = parent || '';
state = state || null;
width = width || 800;
height = height || 600;
renderer = renderer || Phaser.AUTO;
parent = parent || '';
state = state || null;
if (typeof transparent == 'undefined') { transparent = false; }
if (typeof antialias == 'undefined') { antialias = true; }
if (typeof transparent == 'undefined') { transparent = false; }
if (typeof antialias == 'undefined') { antialias = true; }
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* @property {HTMLElement} parent - The Games DOM parent.
*/
this.parent = parent;
/**
* @property {HTMLElement} parent - The Games DOM parent.
*/
this.parent = parent;
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
/**
* @property {number} width - The Game width (in pixels).
*/
this.width = width;
/**
* @property {number} width - The Game width (in pixels).
*/
this.width = width;
/**
* @property {number} height - The Game height (in pixels).
*/
this.height = height;
/**
* @property {number} height - The Game height (in pixels).
*/
this.height = height;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
*/
this.transparent = transparent;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
*/
this.transparent = transparent;
/**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
*/
this.antialias = antialias;
/**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
*/
this.antialias = antialias;
/**
* @property {number} renderer - The Pixi Renderer
* @default
*/
this.renderer = null;
/**
* @property {number} renderer - The Pixi Renderer
* @default
*/
this.renderer = null;
/**
* @property {number} state - The StateManager.
*/
this.state = new Phaser.StateManager(this, state);
/**
* @property {number} state - The StateManager.
*/
this.state = new Phaser.StateManager(this, state);
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
*/
this.renderType = renderer;
/**
* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
*/
this.renderType = renderer;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @default
*/
this.raf = null;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @default
*/
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @default
*/
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @default
*/
this.add = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
this.cache = null;
/**
* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
this.input = null;
/**
* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
this.load = null;
/**
* @property {Phaser.GameMath} math - Reference to the math helper.
* @default
*/
* @property {Phaser.Math} math - Reference to the math helper.
* @default
*/
this.math = null;
/**
* @property {Phaser.Net} net - Reference to the network class.
* @default
*/
* @property {Phaser.Net} net - Reference to the network class.
* @default
*/
this.net = null;
/**
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default
*/
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default
*/
this.sound = null;
/**
* @property {Phaser.Stage} stage - Reference to the stage.
* @default
*/
* @property {Phaser.Stage} stage - Reference to the stage.
* @default
*/
this.stage = null;
/**
* @property {Phaser.TimeManager} time - Reference to game clock.
* @default
*/
* @property {Phaser.TimeManager} time - Reference to game clock.
* @default
*/
this.time = null;
/**
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default
*/
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default
*/
this.tweens = null;
/**
* @property {Phaser.World} world - Reference to the world.
* @default
*/
* @property {Phaser.World} world - Reference to the world.
* @default
*/
this.world = null;
/**
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default
*/
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default
*/
this.physics = null;
/**
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
* @default
*/
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
* @default
*/
this.rnd = null;
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
* @default
*/
* @property {Phaser.Device} device - Contains device information and capabilities.
* @default
*/
this.device = null;
/**
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
* @default
*/
this.camera = null;
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
* @default
*/
this.camera = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
* @default
*/
this.canvas = null;
/**
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
* @default
*/
this.context = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
* @default
*/
this.canvas = null;
/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
* @default
*/
this.debug = null;
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
* @default
*/
this.context = null;
/**
* @property {Phaser.Particles} particles - The Particle Manager.
* @default
*/
this.particles = null;
/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
* @default
*/
this.debug = null;
var _this = this;
/**
* @property {Phaser.Particles} particles - The Particle Manager.
* @default
*/
this.particles = null;
var _this = this;
this._onBoot = function () {
return _this.boot();
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
return this;
return this;
};
Phaser.Game.prototype = {
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
if (this.isBooted)
{
return;
}
if (this.isBooted)
{
return;
}
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal;
this.onResume = new Phaser.Signal;
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.isBooted = true;
this.isBooted = true;
this.device = new Phaser.Device();
this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.device = new Phaser.Device();
this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.setUpRenderer();
this.setUpRenderer();
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.Arcade(this);
this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this);
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.Arcade(this);
this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this);
this.stage.boot();
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.stage.boot();
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.load.onLoadComplete.add(this.loadComplete, this);
this.load.onLoadComplete.add(this.loadComplete, this);
this.showDebugHeader();
this.showDebugHeader();
this.isRunning = true;
this.isRunning = true;
this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
}
}
},
},
/**
/**
* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
showDebugHeader: function () {
showDebugHeader: function () {
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
else if (this.renderType == Phaser.HEADLESS)
{
r = 'Headless';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
}
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
}
},
},
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
{
if (this.device.canvas)
{
this.renderType = Phaser.CANVAS;
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
this.canvas = this.renderer.view;
this.context = null;
}
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
{
if (this.device.canvas)
{
if (this.renderType === Phaser.AUTO)
{
this.renderType = Phaser.CANVAS;
}
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.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);
},
},
/**
/**
* Called when the load has finished, after preload was run.
*
* @method Phaser.Game#loadComplete
@@ -794,61 +842,65 @@ Phaser.Game.prototype = {
},
/**
/**
* The core game loop.
*
* @method Phaser.Game#update
* @protected
* @param {number} time - The current time as provided by RequestAnimationFrame.
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
update: function (time) {
this.time.update(time);
this.time.update(time);
if (this._paused)
{
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
}
else
{
this.plugins.preUpdate();
this.physics.preUpdate();
if (this._paused)
{
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
}
else
{
this.plugins.preUpdate();
this.physics.preUpdate();
this.stage.update();
this.input.update();
this.tweens.update();
this.sound.update();
this.world.update();
this.particles.update();
this.state.update();
this.plugins.update();
this.stage.update();
this.input.update();
this.tweens.update();
this.sound.update();
this.world.update();
this.particles.update();
this.state.update();
this.plugins.update();
this.world.postUpdate();
this.world.postUpdate();
this.plugins.postUpdate();
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
this.plugins.postRender();
}
},
}
/**
},
/**
* Nuke the entire game from orbit
*
* @method Phaser.Game#destroy
*/
destroy: function () {
this.raf.stop();
this.raf.stop();
this.input.destroy();
this.input.destroy();
this.state.destroy();
this.state.destroy();
this.state = null;
this.cache = null;
@@ -878,22 +930,22 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
set: function (value) {
if (value === true)
{
if (this._paused == false)
{
this._paused = true;
this.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this.onResume.dispatch(this);
}
}
if (value === true)
{
if (this._paused === false)
{
this._paused = true;
this.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this.onResume.dispatch(this);
}
}
}
@@ -923,7 +975,7 @@ 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 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>.
</span>
</footer>
</div>