diff --git a/examples/assets/audio/SoundEffects/squit.mp3 b/examples/assets/audio/SoundEffects/squit.mp3
new file mode 100644
index 00000000..24a6d7e9
Binary files /dev/null and b/examples/assets/audio/SoundEffects/squit.mp3 differ
diff --git a/examples/assets/audio/SoundEffects/squit.ogg b/examples/assets/audio/SoundEffects/squit.ogg
new file mode 100644
index 00000000..e28915ba
Binary files /dev/null and b/examples/assets/audio/SoundEffects/squit.ogg differ
diff --git a/examples/audio/loop.php b/examples/audio/loop.php
new file mode 100644
index 00000000..cfbc76de
--- /dev/null
+++ b/examples/audio/loop.php
@@ -0,0 +1,51 @@
+
+
+
+
+
diff --git a/examples/buttons/action on click.php b/examples/buttons/action on click.php
new file mode 100644
index 00000000..ad4e3444
--- /dev/null
+++ b/examples/buttons/action on click.php
@@ -0,0 +1,48 @@
+
+
+
+
+
diff --git a/examples/buttons/changing the frames.php b/examples/buttons/changing the frames.php
new file mode 100644
index 00000000..f61316c4
--- /dev/null
+++ b/examples/buttons/changing the frames.php
@@ -0,0 +1,55 @@
+
+
+
+
+
diff --git a/examples/buttons/rotated buttons.php b/examples/buttons/rotated buttons.php
new file mode 100644
index 00000000..44d33369
--- /dev/null
+++ b/examples/buttons/rotated buttons.php
@@ -0,0 +1,56 @@
+
+
+
+
+
diff --git a/examples/camera/basic follow.php b/examples/camera/basic follow.php
new file mode 100644
index 00000000..c44fa560
--- /dev/null
+++ b/examples/camera/basic follow.php
@@ -0,0 +1,76 @@
+
+
+
+
+
+
diff --git a/examples/camera/moving the game camera.php b/examples/camera/moving the game camera.php
new file mode 100644
index 00000000..d1dcb921
--- /dev/null
+++ b/examples/camera/moving the game camera.php
@@ -0,0 +1,60 @@
+
+
+
+
+
+
diff --git a/examples/sprites/sprite4.php b/examples/sprites/sprite4.php
index fbbc121a..161c1830 100644
--- a/examples/sprites/sprite4.php
+++ b/examples/sprites/sprite4.php
@@ -17,8 +17,6 @@
function create() {
- // game.world._stage.backgroundColorString = '#182d3b';
-
s = game.add.sprite(game.world.centerX, game.world.centerY, 'bot');
// s.anchor.setTo(0.5, 0.5);
s.scale.setTo(2, 2);
diff --git a/examples/sprites/sprite2.php b/examples/sprites/spritesheet.php
similarity index 100%
rename from examples/sprites/sprite2.php
rename to examples/sprites/spritesheet.php
diff --git a/src/core/Camera.js b/src/core/Camera.js
index 4d0cf1c1..b738e5f5 100644
--- a/src/core/Camera.js
+++ b/src/core/Camera.js
@@ -3,6 +3,15 @@
*
* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
+*
+* @class Phaser.Camera
+* @constructor
+* @param game {Phaser.Game} game reference to the currently running game.
+* @param id {number} not being used at the moment, will be when Phaser supports multiple camera
+* @param x {number} position of the camera on the X axis
+* @param y {number} position of the camera on the Y axis
+* @param width {number} the width of the view rectangle
+* @param height {number} the height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
diff --git a/src/core/Stage.js b/src/core/Stage.js
index bbdf967b..12859f86 100644
--- a/src/core/Stage.js
+++ b/src/core/Stage.js
@@ -8,6 +8,13 @@
* @author Richard Davey
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
+
+
+* @class Phaser.Camera
+* @constructor
+* @param game {Phaser.Game} game reference to the currently running game.
+* @param width {number} width of the canvas element
+* @param height {number} height of the canvas element
*/
Phaser.Stage = function (game, width, height) {
diff --git a/src/core/World.js b/src/core/World.js
index 92c153e0..9fb89b6e 100644
--- a/src/core/World.js
+++ b/src/core/World.js
@@ -11,6 +11,10 @@
* @author Richard Davey
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
+
+ * @class World
+ * @constructor
+ * @param game {Phaser.Game} reference to the current game instance.
*/
Phaser.World = function (game) {
@@ -91,7 +95,7 @@ Phaser.World.prototype = {
/**
* Updates the size of this world.
- *
+ * @method setSize
* @param width {number} New width of the world.
* @param height {number} New height of the world.
*/
@@ -111,6 +115,7 @@ Phaser.World.prototype = {
/**
* Destroyer of worlds.
+ * @method setSize
*/
destroy: function () {
diff --git a/src/gameobjects/Button.js b/src/gameobjects/Button.js
index 5a063fe7..9aea5634 100644
--- a/src/gameobjects/Button.js
+++ b/src/gameobjects/Button.js
@@ -1,5 +1,7 @@
/**
* Create a new Button object.
+* @class Button
+* @constructor
*
* @param game {Phaser.Game} Current game instance.
* @param [x] {number} X position of the button.
@@ -58,7 +60,15 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
Phaser.Button.prototype.constructor = Phaser.Button;
-// Add our own custom methods
+/**
+* Used to manually set the frames that will be used for the different states of the button
+* exactly like setting them in the constructor
+*
+* @method setFrames
+* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
+* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
+* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
+*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
diff --git a/src/sound/Sound.js b/src/sound/Sound.js
index 9774fbb0..3f685c20 100644
--- a/src/sound/Sound.js
+++ b/src/sound/Sound.js
@@ -1,7 +1,17 @@
+/**
+* The Sound class
+*
+* @class Sound
+* @constructor
+* @param game {Phaser.Game} reference to the current game instance.
+* @param key {string} Asset key for the sound.
+* @param volume {number} default value for the volume.
+* @param loop {bool} Whether or not the sound will loop.
+*/
Phaser.Sound = function (game, key, volume, loop) {
volume = volume || 1;
- loop = loop || false;
+ if (typeof loop == 'undefined') { loop = false; }
this.game = game;
this.name = '';
@@ -187,8 +197,8 @@ Phaser.Sound.prototype = {
marker = marker || '';
position = position || 0;
volume = volume || 1;
- loop = loop || false;
- forceRestart = forceRestart || false;
+ if (typeof loop == 'undefined') { loop = false; }
+ if (typeof forceRestart == 'undefined') { forceRestart = false; }
// console.log('play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
@@ -356,7 +366,7 @@ Phaser.Sound.prototype = {
marker = marker || '';
position = position || 0;
volume = volume || 1;
- loop = loop || false;
+ if (typeof loop == 'undefined') { loop = false; }
this.play(marker, position, volume, loop, true);