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
+85 -35
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>
@@ -404,7 +444,7 @@ Phaser.World = function (game) {
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
*/
*/
this.scale = new Phaser.Point(1, 1);
/**
@@ -412,20 +452,20 @@ Phaser.World = function (game) {
* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
/**
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
/**
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
};
Phaser.World.prototype = Object.create(Phaser.Group.prototype);
@@ -454,28 +494,39 @@ Phaser.World.prototype.boot = function () {
*/
Phaser.World.prototype.update = function () {
this.currentRenderOrderID = 0;
this.currentRenderOrderID = 0;
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
var skipChildren;
do
{
skipChildren = false;
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
do
{
if (currentNode['preUpdate'])
{
currentNode.preUpdate();
}
if (currentNode['preUpdate'])
{
skipChildren = (currentNode.preUpdate() === false);
}
if (currentNode['update'])
{
currentNode.update();
}
currentNode = currentNode._iNext;
}
while (currentNode != this.game.stage._stage.last._iNext)
}
if (currentNode['update'])
{
skipChildren = (currentNode.update() === false) || skipChildren;
}
if (skipChildren)
{
currentNode = currentNode.last._iNext;
}
else
{
currentNode = currentNode._iNext;
}
}
while (currentNode != this.game.stage._stage.last._iNext)
}
}
@@ -485,13 +536,11 @@ Phaser.World.prototype.update = function () {
*/
Phaser.World.prototype.postUpdate = function () {
this.camera.update();
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
do
do
{
if (currentNode['postUpdate'])
{
@@ -503,6 +552,7 @@ Phaser.World.prototype.postUpdate = function () {
while (currentNode != this.game.stage._stage.last._iNext)
}
this.camera.update();
}
/**
@@ -678,7 +728,7 @@ Object.defineProperty(Phaser.World.prototype, "visible", {
<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>.
</span>
</footer>
</div>