Examples (audio, button,camera), and docs

Created some examples (audio, button,camera), and documented the source
code along the way
This commit is contained in:
Webeled
2013-09-16 16:37:30 +02:00
parent 17e208a95e
commit fc584cf6bc
15 changed files with 393 additions and 8 deletions
+9
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@@ -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) {
+7
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@@ -8,6 +8,13 @@
* @author Richard Davey <rich@photonstorm.com>
* @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) {
+6 -1
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@@ -11,6 +11,10 @@
* @author Richard Davey <rich@photonstorm.com>
* @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 () {
+11 -1
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@@ -1,5 +1,7 @@
/**
* Create a new <code>Button</code> 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) {
+14 -4
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@@ -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);