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
+69 -63
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>
@@ -403,124 +443,91 @@ Phaser.Time = function (game) {
this.game = game;
/**
* The time at which the Game instance started.
* @property {number} _started
* @property {number} _started - The time at which the Game instance started.
* @private
* @default
*/
this._started = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property {number} _timeLastSecond
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
* @private
* @default
*/
this._timeLastSecond = 0;
/**
* The time the game started being paused.
* @property {number} _pauseStarted
* @property {number} _pauseStarted - The time the game started being paused.
* @private
* @default
*/
this._pauseStarted = 0;
/**
* The elapsed time calculated for the physics motion updates.
* @property {number} physicsElapsed
* @default
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates.
*/
this.physicsElapsed = 0;
/**
* Game time counter.
* @property {number} time
* @default
* @property {number} time - Game time counter.
*/
this.time = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property {number} pausedTime
* @default
* @property {number} pausedTime - Records how long the game has been paused for. Is reset each time the game pauses.
*/
this.pausedTime = 0;
/**
* The time right now.
* @property {number} now
* @default
* @property {number} now - The time right now.
*/
this.now = 0;
/**
* Elapsed time since the last frame.
* @property {number} elapsed
* @default
* @property {number} elapsed - Elapsed time since the last frame.
*/
this.elapsed = 0;
/**
* Frames per second.
* @property {number} fps
* @default
* @property {number} fps - Frames per second.
*/
this.fps = 0;
/**
* The lowest rate the fps has dropped to.
* @property {number} fpsMin
* @default
* @property {number} fpsMin - The lowest rate the fps has dropped to.
*/
this.fpsMin = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property {number} fpsMax
* @default
* @property {number} fpsMax - The highest rate the fps has reached (usually no higher than 60fps).
*/
this.fpsMax = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property {number} msMin
* @property {number} msMin - The minimum amount of time the game has taken between two frames.
* @default
*/
this.msMin = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property {number} msMax
* @default
* @property {number} msMax - The maximum amount of time the game has taken between two frames.
*/
this.msMax = 0;
/**
* The number of frames record in the last second.
* @property {number} frames
* @default
* @property {number} frames - The number of frames record in the last second.
*/
this.frames = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property {number} pauseDuration
* @default
* @property {number} pauseDuration - Records how long the game was paused for in miliseconds.
*/
this.pauseDuration = 0;
/**
* The value that setTimeout needs to work out when to next update
* @property {number} timeToCall
* @default
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
*/
this.timeToCall = 0;
/**
* Internal value used by timeToCall as part of the setTimeout loop
* @property {number} lastTime
* @default
* @property {number} lastTime - Internal value used by timeToCall as part of the setTimeout loop
*/
this.lastTime = 0;
@@ -529,9 +536,8 @@ Phaser.Time = function (game) {
this.game.onResume.add(this.gameResumed, this);
/**
* Description.
* @property {boolean} _justResumed
* @default
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
* @private
*/
this._justResumed = false;
@@ -539,15 +545,6 @@ Phaser.Time = function (game) {
Phaser.Time.prototype = {
/**
* The number of seconds that have elapsed since the game was started.
* @method Phaser.Time#totalElapsedSeconds
* @return {number}
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
/**
* Updates the game clock and calculate the fps. This is called automatically by Phaser.Game.
* @method Phaser.Time#update
@@ -624,6 +621,15 @@ Phaser.Time.prototype = {
},
/**
* The number of seconds that have elapsed since the game was started.
* @method Phaser.Time#totalElapsedSeconds
* @return {number}
*/
totalElapsedSeconds: function() {
return (this.now - this._started) * 0.001;
},
/**
* How long has passed since the given time.
* @method Phaser.Time#elapsedSince
@@ -673,7 +679,7 @@ Phaser.Time.prototype = {
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