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
+118 -33
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>
@@ -388,14 +428,13 @@
*/
/**
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
* The StageScaleMode object is responsible for helping you manage the scaling, resizing and alignment of your game within the browser.
*
* @class Phaser.StageScaleMode
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} width - Description.
* @param {number} height - Description.
* @param {number} width - The native width of the game.
* @param {number} height - The native height of the game.
*/
Phaser.StageScaleMode = function (game, width, height) {
@@ -457,7 +496,7 @@ Phaser.StageScaleMode = function (game, width, height) {
* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @default
*/
this.forcePortrait = false;
this.forcePortrait = false;
/**
* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
@@ -500,7 +539,6 @@ Phaser.StageScaleMode = function (game, width, height) {
* @default
*/
this.maxIterations = 5;
/**
* @property {PIXI.Sprite} orientationSprite - The Sprite that is optionally displayed if the browser enters an unsupported orientation.
@@ -518,6 +556,21 @@ Phaser.StageScaleMode = function (game, width, height) {
*/
this.enterPortrait = new Phaser.Signal();
/**
* @property {Phaser.Signal} enterIncorrectOrientation - The event that is dispatched when the browser enters an incorrect orientation, as defined by forceOrientation.
*/
this.enterIncorrectOrientation = new Phaser.Signal();
/**
* @property {Phaser.Signal} leaveIncorrectOrientation - The event that is dispatched when the browser leaves an incorrect orientation, as defined by forceOrientation.
*/
this.leaveIncorrectOrientation = new Phaser.Signal();
/**
* @property {Phaser.Signal} hasResized - The event that is dispatched when the game scale changes.
*/
this.hasResized = new Phaser.Signal();
if (window['orientation'])
{
this.orientation = window['orientation'];
@@ -536,15 +589,33 @@ Phaser.StageScaleMode = function (game, width, height) {
/**
* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
* @readonly
*/
this.scaleFactor = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} scaleFactorInversed - The inversed scale factor. The displayed dimensions divided by the game dimensions.
* @readonly
*/
this.scaleFactorInversed = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} margin - If the game canvas is seto to align by adjusting the margin, the margin calculation values are stored in this Point.
* @readonly
*/
this.margin = new Phaser.Point(0, 0);
/**
* @property {number} aspectRatio - Aspect ratio.
* @default
*/
this.aspectRatio = 0;
/**
* @property {any} event- The native browser events from full screen API changes.
*/
this.event = null;
var _this = this;
window.addEventListener('orientationchange', function (event) {
@@ -566,7 +637,7 @@ Phaser.StageScaleMode = function (game, width, height) {
document.addEventListener('fullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
};
/**
@@ -658,6 +729,8 @@ Phaser.StageScaleMode.prototype = {
*/
fullScreenChange: function (event) {
this.event = event;
if (this.isFullScreen)
{
this.game.stage.canvas.style['width'] = '100%';
@@ -693,21 +766,19 @@ Phaser.StageScaleMode.prototype = {
* The optional orientationImage is displayed when the game is in the incorrect orientation.
* @method Phaser.StageScaleMode#forceOrientation
* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
* @param {boolean} forcePortrait - true if the game should run in portrait mode only.
* @param {string} [forcePortrait=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
* @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.
* @param {string} [orientationImage=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
*/
forceOrientation: function (forceLandscape, forcePortrait, orientationImage) {
this.forceLandscape = forceLandscape;
if (typeof forcePortrait === 'undefined') { forcePortrait = false; }
if (typeof forcePortrait === 'undefined')
{
this.forcePortrait = false;
}
this.forceLandscape = forceLandscape;
this.forcePortrait = forcePortrait;
if (typeof orientationImage !== 'undefined')
{
if (orientationImage == null || this.game.cache.checkImageKey(orientationImage) == false)
if (orientationImage == null || this.game.cache.checkImageKey(orientationImage) === false)
{
orientationImage = '__default';
}
@@ -750,6 +821,7 @@ Phaser.StageScaleMode.prototype = {
// Back to normal
this.game.paused = false;
this.incorrectOrientation = false;
this.leaveIncorrectOrientation.dispatch();
if (this.orientationSprite)
{
@@ -767,8 +839,9 @@ Phaser.StageScaleMode.prototype = {
// Show orientation screen
this.game.paused = true;
this.incorrectOrientation = true;
this.enterIncorrectOrientation.dispatch();
if (this.orientationSprite && this.orientationSprite.visible == false)
if (this.orientationSprite && this.orientationSprite.visible === false)
{
this.orientationSprite.visible = true;
this.game.world.visible = false;
@@ -786,6 +859,8 @@ Phaser.StageScaleMode.prototype = {
*/
checkOrientation: function (event) {
this.event = event;
this.orientation = window['orientation'];
if (this.isLandscape)
@@ -811,6 +886,8 @@ Phaser.StageScaleMode.prototype = {
*/
checkResize: function (event) {
this.event = event;
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
@@ -844,15 +921,10 @@ Phaser.StageScaleMode.prototype = {
*/
refresh: function () {
var _this = this;
// We can't do anything about the status bars in iPads, web apps or desktops
if (this.game.device.iPad == false && this.game.device.webApp == false && this.game.device.desktop == false)
if (this.game.device.iPad === false && this.game.device.webApp === false && this.game.device.desktop === false)
{
// document.documentElement['style'].minHeight = '2000px';
// this._startHeight = window.innerHeight;
if (this.game.device.android && this.game.device.chrome == false)
if (this.game.device.android && this.game.device.chrome === false)
{
window.scrollTo(0, 1);
}
@@ -865,9 +937,13 @@ Phaser.StageScaleMode.prototype = {
if (this._check == null && this.maxIterations > 0)
{
this._iterations = this.maxIterations;
var _this = this;
this._check = window.setInterval(function () {
return _this.setScreenSize();
}, 10);
this.setScreenSize();
}
@@ -884,9 +960,9 @@ Phaser.StageScaleMode.prototype = {
force = false;
}
if (this.game.device.iPad == false && this.game.device.webApp == false && this.game.device.desktop == false)
if (this.game.device.iPad === false && this.game.device.webApp === false && this.game.device.desktop === false)
{
if (this.game.device.android && this.game.device.chrome == false)
if (this.game.device.android && this.game.device.chrome === false)
{
window.scrollTo(0, 1);
}
@@ -903,7 +979,7 @@ Phaser.StageScaleMode.prototype = {
// Set minimum height of content to new window height
document.documentElement['style'].minHeight = window.innerHeight + 'px';
if (this.incorrectOrientation == true)
if (this.incorrectOrientation === true)
{
this.setMaximum();
}
@@ -929,7 +1005,7 @@ Phaser.StageScaleMode.prototype = {
*/
setSize: function () {
if (this.incorrectOrientation == false)
if (this.incorrectOrientation === false)
{
if (this.maxWidth && this.width > this.maxWidth)
{
@@ -959,24 +1035,28 @@ Phaser.StageScaleMode.prototype = {
if (this.pageAlignHorizontally)
{
if (this.width &lt; window.innerWidth && this.incorrectOrientation == false)
if (this.width &lt; window.innerWidth && this.incorrectOrientation === false)
{
this.game.canvas.style.marginLeft = Math.round((window.innerWidth - this.width) / 2) + 'px';
this.margin.x = Math.round((window.innerWidth - this.width) / 2);
this.game.canvas.style.marginLeft = this.margin.x + 'px';
}
else
{
this.margin.x = 0;
this.game.canvas.style.marginLeft = '0px';
}
}
if (this.pageAlignVertically)
{
if (this.height &lt; window.innerHeight && this.incorrectOrientation == false)
if (this.height &lt; window.innerHeight && this.incorrectOrientation === false)
{
this.game.canvas.style.marginTop = Math.round((window.innerHeight - this.height) / 2) + 'px';
this.margin.y = Math.round((window.innerHeight - this.height) / 2);
this.game.canvas.style.marginTop = this.margin.y + 'px';
}
else
{
this.margin.y = 0;
this.game.canvas.style.marginTop = '0px';
}
}
@@ -988,6 +1068,11 @@ Phaser.StageScaleMode.prototype = {
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
this.scaleFactorInversed.x = this.width / this.game.width;
this.scaleFactorInversed.y = this.height / this.game.height;
this.hasResized.dispatch(this.width, this.height);
this.checkOrientationState();
},
@@ -1072,7 +1157,7 @@ Object.defineProperty(Phaser.StageScaleMode.prototype, "isFullScreen", {
Object.defineProperty(Phaser.StageScaleMode.prototype, "isPortrait", {
get: function () {
return this.orientation == 0 || this.orientation == 180;
return this.orientation === 0 || this.orientation == 180;
}
});
@@ -1110,7 +1195,7 @@ Object.defineProperty(Phaser.StageScaleMode.prototype, "isLandscape", {
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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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