mirror of
https://github.com/wassname/phaser.git
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Updated documentation.
This commit is contained in:
+117
-42
@@ -54,6 +54,10 @@
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<a href="Phaser.AnimationParser.html">AnimationParser</a>
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</li>
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<li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
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</li>
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<li>
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<a href="Phaser.BitmapText.html">BitmapText</a>
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</li>
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@@ -138,6 +142,10 @@
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<a href="Phaser.Events.html">Events</a>
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</li>
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<li>
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li>
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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@@ -302,6 +310,26 @@
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li>
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li>
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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@@ -310,6 +338,10 @@
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li>
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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@@ -356,6 +388,14 @@
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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<li>
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<a href="global.html#render">render</a>
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</li>
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<li>
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<a href="global.html#renderXY">renderXY</a>
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</li>
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<li>
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<a href="global.html#right">right</a>
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</li>
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@@ -397,14 +437,14 @@
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Phaser.GameObjectFactory = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = this.game.world;
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = this.game.world;
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};
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@@ -422,7 +462,7 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @method Phaser.GameObjectFactory#sprite
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@@ -483,32 +523,33 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new instance of the Sound class.
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*
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* Creates a new instance of the Sound class.
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*
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* @method Phaser.GameObjectFactory#audio
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} volume - The volume at which the sound will be played.
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* @param {boolean} loop - Whether or not the sound will loop.
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* @return {Phaser.Sound} The newly created text object.
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*/
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audio: function (key, volume, loop) {
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} [volume=1] - The volume at which the sound will be played.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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* @return {Phaser.Sound} The newly created text object.
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*/
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audio: function (key, volume, loop, connect) {
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return this.game.sound.add(key, volume, loop);
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return this.game.sound.add(key, volume, loop, connect);
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},
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/**
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* Creates a new <code>TileSprite</code>.
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*
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* Creates a new <code>TileSprite</code>.
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*
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* @method Phaser.GameObjectFactory#tileSprite
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @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.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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*/
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @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.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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*/
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tileSprite: function (x, y, width, height, key, frame) {
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return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
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@@ -516,15 +557,15 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new <code>Text</code>.
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*
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* Creates a new <code>Text</code>.
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*
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* @method Phaser.GameObjectFactory#text
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @return {Phaser.Text} The newly created text object.
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*/
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @return {Phaser.Text} The newly created text object.
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*/
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text: function (x, y, text, style) {
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return this.world.add(new Phaser.Text(this.game, x, y, text, style));
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@@ -552,13 +593,13 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Creates a new <code>Graphics</code> object.
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*
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* Creates a new <code>Graphics</code> object.
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*
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* @method Phaser.GameObjectFactory#graphics
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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* @return {Phaser.Graphics} The newly created graphics object.
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*/
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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* @return {Phaser.Graphics} The newly created graphics object.
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*/
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graphics: function (x, y) {
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return this.world.add(new Phaser.Graphics(this.game, x, y));
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@@ -657,6 +698,40 @@ Phaser.GameObjectFactory.prototype = {
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return texture;
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},
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/**
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* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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*
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* @method Phaser.GameObjectFactory#bitmapData
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* @param {number} [width=256] - The width of the BitmapData in pixels.
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* @param {number} [height=256] - The height of the BitmapData in pixels.
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* @return {Phaser.BitmapData} The newly created BitmapData object.
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*/
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bitmapData: function (width, height) {
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return new Phaser.BitmapData(this.game, width, height);
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},
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/**
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* A WebGL shader/filter that can be applied to Sprites.
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*
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* @method Phaser.GameObjectFactory#filter
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* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
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* @param {any} - Whatever parameters are needed to be passed to the filter init function.
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* @return {Phaser.Filter} The newly created Phaser.Filter object.
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*/
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filter: function (filter) {
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var args = Array.prototype.splice.call(arguments, 1);
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var filter = new Phaser.Filter[filter](this.game);
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filter.init.apply(filter, args);
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return filter;
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}
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};</pre>
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@@ -680,7 +755,7 @@ Phaser.GameObjectFactory.prototype = {
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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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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</span>
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</footer>
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</div>
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