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
+127 -56
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>
@@ -389,6 +429,8 @@
/**
* Sound Manager constructor.
* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
*
* @class Phaser.SoundManager
* @classdesc Phaser Sound Manager.
@@ -397,28 +439,28 @@
*/
Phaser.SoundManager = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Signal} onSoundDecode - Description.
*/
this.onSoundDecode = new Phaser.Signal;
/**
* @property {boolean} _muted - Description.
* @private
* @default
*/
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
*/
this.onSoundDecode = new Phaser.Signal();
/**
* @property {boolean} _muted - Internal mute tracking var.
* @private
* @default
*/
this._muted = false;
/**
* @property {Description} _unlockSource - Description.
* @private
* @default
*/
/**
* @property {Description} _unlockSource - Internal unlock tracking var.
* @private
* @default
*/
this._unlockSource = null;
/**
@@ -436,41 +478,47 @@ Phaser.SoundManager = function (game) {
this._sounds = [];
/**
* @property {Description} context - Description.
* @property {AudioContext} context - The AudioContext being used for playback.
* @default
*/
this.context = null;
/**
* @property {boolean} usingWebAudio - Description.
* @default
*/
/**
* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
* @readonly
*/
this.usingWebAudio = true;
/**
* @property {boolean} usingAudioTag - Description.
* @default
*/
/**
* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
* @readonly
*/
this.usingAudioTag = false;
/**
* @property {boolean} noAudio - Description.
* @default
*/
/**
* @property {boolean} noAudio - Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.
* @default
*/
this.noAudio = false;
/**
* @property {boolean} touchLocked - Description.
* @default
*/
/**
* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
* @default
*/
this.connectToMaster = true;
/**
* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
* @default
*/
this.touchLocked = false;
/**
* @property {number} channels - Description.
* @default
*/
/**
* @property {number} channels - The number of audio channels to use in playback.
* @default
*/
this.channels = 32;
};
Phaser.SoundManager.prototype = {
@@ -482,7 +530,7 @@ Phaser.SoundManager.prototype = {
*/
boot: function () {
if (this.game.device.iOS && this.game.device.webAudio == false)
if (this.game.device.iOS && this.game.device.webAudio === false)
{
this.channels = 1;
}
@@ -504,7 +552,7 @@ Phaser.SoundManager.prototype = {
if (window['PhaserGlobal'])
{
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
if (window['PhaserGlobal'].disableAudio == true)
if (window['PhaserGlobal'].disableAudio === true)
{
this.usingWebAudio = false;
this.noAudio = true;
@@ -512,7 +560,7 @@ Phaser.SoundManager.prototype = {
}
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
if (window['PhaserGlobal'].disableWebAudio == true)
if (window['PhaserGlobal'].disableWebAudio === true)
{
this.usingWebAudio = false;
this.usingAudioTag = true;
@@ -555,7 +603,6 @@ Phaser.SoundManager.prototype = {
this.masterGain.connect(this.context.destination);
}
},
/**
@@ -564,13 +611,13 @@ Phaser.SoundManager.prototype = {
*/
unlock: function () {
if (this.touchLocked == false)
if (this.touchLocked === false)
{
return;
}
// Global override (mostly for Audio Tag testing)
if (this.game.device.webAudio == false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == true))
if (this.game.device.webAudio === false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio === true))
{
// Create an Audio tag?
this.touchLocked = false;
@@ -638,9 +685,9 @@ Phaser.SoundManager.prototype = {
}
}
},
},
/**
/**
* Decode a sound by its assets key.
* @method Phaser.SoundManager#decode
* @param {string} key - Assets key of the sound to be decoded.
@@ -705,18 +752,42 @@ Phaser.SoundManager.prototype = {
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The new sound instance.
*/
add: function (key, volume, loop) {
add: function (key, volume, loop, connect) {
volume = volume || 1;
if (typeof loop == 'undefined') { loop = false; }
if (typeof volume === 'undefined') { volume = 1; }
if (typeof loop === 'undefined') { loop = false; }
if (typeof connect === 'undefined') { connect = this.connectToMaster; }
var sound = new Phaser.Sound(this.game, key, volume, loop);
var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
this._sounds.push(sound);
return sound;
},
/**
* Adds a new Sound into the SoundManager and starts it playing.
* @method Phaser.SoundManager#play
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [destroyOnComplete=false] - If true the Sound will destroy itself once it has finished playing, or is stopped.
* @return {Phaser.Sound} The new sound instance.
*/
play: function (key, volume, loop, destroyOnComplete) {
if (typeof destroyOnComplete == 'undefined') { destroyOnComplete = false; }
var sound = this.add(key, volume, loop);
sound.play();
return sound;
}
};
@@ -763,7 +834,7 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
}
else
{
if (this._muted == false)
if (this._muted === false)
{
return;
}
@@ -851,7 +922,7 @@ Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
<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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