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
+152 -86
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>
@@ -388,69 +428,90 @@
*/
/**
* Phaser - Mouse constructor.
* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
*
* @class Phaser.Mouse
* @classdesc The Mouse class
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Object} callbackContext - Description.
*/
this.callbackContext = this.game;
/**
* @property {function} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Object} callbackContext - The context under which callbacks are called.
*/
this.callbackContext = this.game;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @property {boolean} disabled
* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
/**
* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
*/
this.capture = false;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
/**
* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @default
*/
this.disabled = false;
/**
* If the mouse has been Pointer Locked successfully this will be set to true.
* @property {boolean} locked
* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
* @default
*/
this.locked = false;
/**
* This event is dispatched when the browser enters or leaves pointer lock state.
* @property {Phaser.Signal} pointerLock
* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
* @default
*/
this.pointerLock = new Phaser.Signal;
this.pointerLock = new Phaser.Signal();
/**
* @property {MouseEvent} event - The browser mouse event.
*/
this.event = null;
/**
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown = null;
/**
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove = null;
/**
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp = null;
};
@@ -459,6 +520,7 @@ Phaser.Mouse = function (game) {
* @type {number}
*/
Phaser.Mouse.NO_BUTTON = -1;
/**
* @constant
* @type {number}
@@ -479,7 +541,7 @@ Phaser.Mouse.RIGHT_BUTTON = 2;
Phaser.Mouse.prototype = {
/**
/**
* Starts the event listeners running.
* @method Phaser.Mouse#start
*/
@@ -487,7 +549,7 @@ Phaser.Mouse.prototype = {
var _this = this;
if (this.game.device.android && this.game.device.chrome == false)
if (this.game.device.android && this.game.device.chrome === false)
{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
@@ -505,34 +567,28 @@ Phaser.Mouse.prototype = {
return _this.onMouseUp(event);
};
this.game.renderer.view.addEventListener('mousedown', this._onMouseDown, true);
this.game.renderer.view.addEventListener('mousemove', this._onMouseMove, true);
this.game.renderer.view.addEventListener('mouseup', this._onMouseUp, true);
document.addEventListener('mousedown', this._onMouseDown, true);
document.addEventListener('mousemove', this._onMouseMove, true);
document.addEventListener('mouseup', this._onMouseUp, true);
},
/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event
/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseDown: function (event) {
event.preventDefault();
this.event = event;
if (event.which === 1)
if (this.capture)
{
this.button = Phaser.Mouse.LEFT_BUTTON;
}
else if (event.which === 2)
{
this.button = Phaser.Mouse.MIDDLE_BUTTON;
}
else if (event.which === 3)
{
this.button = Phaser.Mouse.RIGHT_BUTTON;
event.preventDefault();
}
this.button = event.which;
if (this.mouseDownCallback)
{
this.mouseDownCallback.call(this.callbackContext, event);
@@ -549,14 +605,19 @@ Phaser.Mouse.prototype = {
},
/**
/**
* The internal method that handles the mouse move event from the browser.
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseMove: function (event) {
event.preventDefault();
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseMoveCallback)
{
@@ -574,16 +635,21 @@ Phaser.Mouse.prototype = {
},
/**
/**
* The internal method that handles the mouse up event from the browser.
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUp: function (event) {
event.preventDefault();
this.event = event;
this.button = Phaser.Mouse.NO_BUTTON;
if (this.capture)
{
event.preventDefault();
}
this.button = Phaser.Mouse.NO_BUTTON;
if (this.mouseUpCallback)
{
@@ -605,7 +671,7 @@ Phaser.Mouse.prototype = {
* If the browser supports it you can request that the pointer be locked to the browser window.
* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
* @method Phaser.Mouse#requestPointerLock
* @method Phaser.Mouse#requestPointerLock
*/
requestPointerLock: function () {
@@ -630,10 +696,10 @@ Phaser.Mouse.prototype = {
},
/**
* Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange
* @param {MouseEvent} event
/**
* Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange
* @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
*/
pointerLockChange: function (event) {
@@ -643,20 +709,20 @@ Phaser.Mouse.prototype = {
{
// Pointer was successfully locked
this.locked = true;
this.pointerLock.dispatch(true);
this.pointerLock.dispatch(true, event);
}
else
{
// Pointer was unlocked
this.locked = false;
this.pointerLock.dispatch(false);
this.pointerLock.dispatch(false, event);
}
},
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
*/
releasePointerLock: function () {
@@ -670,15 +736,15 @@ Phaser.Mouse.prototype = {
},
/**
/**
* Stop the event listeners.
* @method Phaser.Mouse#stop
*/
stop: function () {
this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown, true);
this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove, true);
this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp, true);
document.removeEventListener('mousedown', this._onMouseDown, true);
document.removeEventListener('mousemove', this._onMouseMove, true);
document.removeEventListener('mouseup', this._onMouseUp, true);
}
@@ -704,7 +770,7 @@ Phaser.Mouse.prototype = {
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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 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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