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+11
-1
@@ -1,7 +1,17 @@
|
||||
# System and IDE files
|
||||
Thumbs.db
|
||||
.DS_Store
|
||||
.idea
|
||||
Phaser OSX.sublime-project
|
||||
Phaser OSX.sublime-workspace
|
||||
Phaser.sublime-project
|
||||
Phaser.sublime-workspace
|
||||
node_modules
|
||||
*.suo
|
||||
*.sublime-project
|
||||
*.sublime-workspace
|
||||
|
||||
# Vendors
|
||||
node_modules/
|
||||
|
||||
# Build
|
||||
dist/
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
{
|
||||
"globals" : { "Phaser": false, "PIXI": false },
|
||||
// Ignore Environment Globals
|
||||
"browser" : true, // Standard browser globals e.g. `window`, `document`.
|
||||
"couch" : false,
|
||||
"dojo" : false,
|
||||
"jquery" : true,
|
||||
"mootools" : false,
|
||||
"node" : false,
|
||||
"nonstandard" : false,
|
||||
"phantom" : false,
|
||||
"prototypejs" : false,
|
||||
"rhino" : false,
|
||||
"worker" : false,
|
||||
"wsh" : true, // Windows Scripting Host.
|
||||
"yui" : false,
|
||||
|
||||
// Development
|
||||
"debug" : true, // Allow debugger statements e.g. browser breakpoints.
|
||||
"devel" : true, // Allow developments statements e.g. `console.log();`.
|
||||
|
||||
// ECMAScript Support
|
||||
"es3" : true, // Support legacy browser and javascript environments.
|
||||
"esnext" : false, // This option tells JSHint that your code uses ECMAScript 6 specific syntax.
|
||||
"strict" : false, // Require `use strict` pragma in every file.
|
||||
"globalstrict" : false, // Allow global "use strict" (also enables 'strict').
|
||||
|
||||
// Functionality
|
||||
"asi" : true, // Tolerate Automatic Semicolon Insertion (no semicolons).
|
||||
"bitwise" : false, // Prohibit bitwise operators (&, |, ^, etc.).
|
||||
"boss" : true, // Tolerate assignments inside if, for & while. Usually conditions & loops are for comparison, not assignments.
|
||||
"camelcase" : true, // Force all variable names to use either camelCase style or UPPER_CASE with underscores.
|
||||
"curly" : true, // Require {} for every new block or scope.
|
||||
"eqeqeq" : false, // Require triple equals i.e. `===`.
|
||||
"eqnull" : true, // Tolerate use of `== null`.
|
||||
"evil" : false, // Tolerate use of `eval`.
|
||||
"expr" : false, // Tolerate `ExpressionStatement` as Programs.
|
||||
"forin" : false, // Tolerate `for in` loops without `hasOwnPrototype`.
|
||||
"freeze" : true, // Prohibits overwriting prototypes of native objects such as Array and Date.
|
||||
"funcscope" : true, // This option suppresses warnings about declaring variables inside of control structures while accessing them later from the outside.
|
||||
"immed" : false, // Require immediate invocations to be wrapped in parens e.g. `( function(){}() );`
|
||||
"iterator" : true, // This option suppresses warnings about the __iterator__ property.
|
||||
"lastsemic" : true, // This option suppresses warnings about missing semicolons, but only when the semicolon is omitted for the last statement in a one-line block.
|
||||
"latedef" : false, // Prohipit variable use before definition.
|
||||
"laxbreak" : false, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons.
|
||||
"laxcomma" : false, // This option suppresses warnings about comma-first coding style.
|
||||
"loopfunc" : true, // Allow functions to be defined within loops.
|
||||
// "maxcomplexity" : 10, // This option lets you control cyclomatic complexity throughout your code.
|
||||
// "maxdepth" : 2, // This option lets you control how nested do you want your blocks to be.
|
||||
// "maxlen" : 80, // This option lets you set the maximum length of a line.
|
||||
// "maxparams" : 5, // This option lets you set the max number of formal parameters allowed per function.
|
||||
// "maxstatements" : 25, // This option lets you set the max number of statements allowed per function.This option lets you set the max number of formal parameters allowed per function.
|
||||
"moz" : false, // This options tells JSHint that your code uses Mozilla JavaScript extensions.
|
||||
"multistr" : true, // This option suppresses warnings about multi-line strings.
|
||||
"noarg" : true, // Prohibit use of `arguments.caller` and `arguments.callee`.
|
||||
"notypeof" : false, // This option suppresses warnings about invalid typeof operator values.
|
||||
"proto" : true, // This option suppresses warnings about the __proto__ property.
|
||||
"scripturl" : true, // Tolerate script-targeted URLs.
|
||||
"shadow" : true, // Allows re-define variables later in code e.g. `var x=1; x=2;`.
|
||||
"smarttabs" : false, // This option suppresses warnings about mixed tabs and spaces when the latter are used for alignmnent only.
|
||||
"supernew" : false, // Tolerate `new function () { ... };` and `new Object;`.
|
||||
"undef" : true, // Require all non-global variables be declared before they are used.
|
||||
"unused" : true, // This option warns when you define and never use your variables.
|
||||
"validthis" : true, // This option suppresses warnings about possible strict violations when the code is running in strict mode and you use this in a non-constructor function.
|
||||
|
||||
// Styling
|
||||
"indent" : 4, // Specify indentation spacing
|
||||
"newcap" : true, // Require capitalization of all constructor functions e.g. `new F()`.
|
||||
"noempty" : true, // Prohibit use of empty blocks.
|
||||
"nonew" : true, // Prohibit use of constructors for side-effects.
|
||||
"plusplus" : false, // Prohibit use of `++` & `--`.
|
||||
"quotmark" : false, // This option enforces the consistency of quotation marks used throughout your code.
|
||||
"sub" : true, // Tolerate all forms of subscript notation besides dot notation e.g. `dict['key']` instead of `dict.key`.
|
||||
"trailing" : true // Prohibit trailing whitespaces.
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
#How to contribute
|
||||
|
||||
It's important to us that you feel you can contribute towards the evolution of Phaser. This can take many forms: from helping to fix bugs or improve the docs, to adding in new features to the source. This guide should help you in making that process as smooth as possible.
|
||||
|
||||
|
||||
##Reporting issues
|
||||
|
||||
[GitHub Issues][0] is the place to report bugs you may have found in either the core library or any of the examples that are part of the repository. When submitting a bug please do the following:
|
||||
|
||||
1. **Search for existing issues.** Your bug may have already been fixed or addressed in a development branch version of Phaser, so be sure to search the issues first before putting in a duplicate issue.
|
||||
|
||||
2. **Create an isolated and reproducible test case.** If you are reporting a bug, make sure you also have a minimal, runnable, code example that reproduces the problem you have.
|
||||
|
||||
3. **Include a live example.** After narrowing your code down to only the problem areas, make use of[jsFiddle][1], [jsBin][2], or a link to your live site so that we can view a live example of the problem.
|
||||
|
||||
4. **Share as much information as possible.** Include browser version affected, your OS, version of the library, steps to reproduce, etc. "X isn't working!!!1!" will probably just be closed.
|
||||
|
||||
|
||||
##Pixi and Phaser
|
||||
|
||||
It's important to understand that internally Phaser uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) for all rendering. It's possible you may find a bug that is generated on the Pixi level rather than Phaser. You're welcome to still report the issue of course, but if you get a reply saying we think it might be a Pixi issue this is what we're talking about :)
|
||||
|
||||
|
||||
##Support Forum
|
||||
|
||||
We have a very active [Phaser Support Forum](http://www.html5gamedevs.com/forum/14-phaser/). If you need general support, or are struggling to understand how to do something or need your code checked over, then we would urge you to post it to our forum. There are a lot of friendly devs in there who can help, as well as the core Phaser and Pixi teams, so it's a great place to get support from. You're welcome to report bugs directly on GitHub, but for general support we'd always recommend using the forum first.
|
||||
|
||||
|
||||
##Dev vs. Master
|
||||
|
||||
The dev branch of Phaser is our 'current working' version. It is always ahead of the master branch in terms of features and fixes. However it's also bleeding-edge and experimental and we cannot and do not guarantee it will compile or work for you. Very often we have to break things for a few days while we rebuild and patch. So by all means please export the dev branch and contribute towards it, indeed that is where all Pull Requests should be sent, but do so understanding the API may change beneath you.
|
||||
|
||||
|
||||
##Making Changes
|
||||
|
||||
To take advantage of our grunt build script and jshint config it will be easiest for you if you have node.js and grunt installed locally.
|
||||
|
||||
You can download node.js from[nodejs.org][3]. After it has been installed open a console and run `npm i - g grunt - cli` to install the global `grunt` executable.
|
||||
|
||||
After that you can clone the repository and run `npm i` inside the cloned folder. This will install dependencies necessary for building the project. Once that is ready,
|
||||
make your changes and submit a Pull Request:
|
||||
|
||||
- **Send Pull Requests to the `dev` branch.** All Pull Requests must be sent to the `dev` branch, `master` is the latest release and PRs to that branch will be closed.
|
||||
|
||||
- **Ensure changes are jshint validated.** Our JSHint configuration file is provided in the repository and you should check against it before submitting.
|
||||
|
||||
- **Never commit new builds.** When making a code change you should always run `grunt` which will rebuild the project so you can test, *however* please do not commit these new builds or your PR will be closed. Builds by default are placed in the `dist` folder, to keep them separate from the `build` folder releases.
|
||||
|
||||
- **Only commit relevant changes.** Don't include changes that are not directly relevant to the fix you are making. The more focused a PR is, the faster it will get attention and be merged. Extra files changing only whitespace or trash files will likely get your PR closed.
|
||||
|
||||
|
||||
##I don't really like git / node.js, but I can fix this bug
|
||||
|
||||
That is fine too. While Pull Requests are the best thing in the world for us, they are not the only way to help. You're welcome to post fixes to our forum or even just email them to us. All we ask is that you still adhere to the guidelines presented here re: JSHint, etc.
|
||||
|
||||
|
||||
##Code Style Guide
|
||||
|
||||
- Use 4 spaces for tabs, never tab characters.
|
||||
|
||||
- No trailing whitespace, blank lines should have no whitespace.
|
||||
|
||||
- Always favor strict equals` === `unless you * need * to use type coercion.
|
||||
|
||||
- Follow conventions already in the code, and listen to jshint. Our config is set-up for a reason.
|
||||
|
||||
Thanks to Chad for creating the original Pixi.js Contributing file which we adapted for Phaser.
|
||||
|
||||
[0]: https://github.com/photonstorm/phaser/issues
|
||||
[1]: http://jsfiddle.net
|
||||
[2]: http://jsbin.com/
|
||||
[3]: http://nodejs.org
|
||||
Binary file not shown.
@@ -1,37 +0,0 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser - hello world</title>
|
||||
<script src="phaser-min.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('logo', 'logo.png');
|
||||
|
||||
}
|
||||
|
||||
var logo;
|
||||
|
||||
function create() {
|
||||
|
||||
logo = game.add.sprite(0, 0, 'logo');
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
Vendored
-1
File diff suppressed because one or more lines are too long
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,74 +0,0 @@
|
||||
JSDOC3 Work:
|
||||
|
||||
1) This should go at the top of every file (with the module name corrected)
|
||||
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.Animation
|
||||
*/
|
||||
|
||||
2) This is the format a constructor should be:
|
||||
|
||||
/**
|
||||
* The constructor description goes here. If there isn't one for you to paste in, just put TODO.
|
||||
*
|
||||
* @class Phaser.Animation
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
|
||||
* @param {string} name - The unique name for this animation, used in playback commands.
|
||||
* @param {Phaser.Animation.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
|
||||
* @param {(Array.<number>|Array.<string>)} frames - An array of numbers or strings indicating which frames to play in which order.
|
||||
* @param {number} delay - The time between each frame of the animation, given in ms.
|
||||
* @param {boolean} looped - Should this animation loop or play through once.
|
||||
*/
|
||||
|
||||
You must ensure the class is correct and it has the @constructor tag.
|
||||
It is important you include the data-type. I don't expect you to know what the data type is, so just include: {todo}
|
||||
It is important you include the hypen after the parameter name. You will always know what the parameter name is, so it should always be included.
|
||||
You often won't know what the parameter description is, so just put "todo", like this:
|
||||
|
||||
* @param {todo} name - todo.
|
||||
|
||||
3) Functions are nearly exactly the same as the constructor:
|
||||
|
||||
/**
|
||||
* The function description goes here. If there isn't one for you to paste in, just put TODO.
|
||||
*
|
||||
* @method play
|
||||
* @param {Number} [frameRate=null] The framerate to play the animation at.
|
||||
* @return {Phaser.Animation} A reference to this Animation instance.
|
||||
*/
|
||||
|
||||
You must ensure the @method tag is correct and present.
|
||||
It is important you include the data-type. I don't expect you to know what the data type is, so just include: {todo}
|
||||
It is important you include the hypen after the parameter name. You will always know what the parameter name is, so it should always be included.
|
||||
You often won't know what the parameter description is, so just put "todo", like this:
|
||||
|
||||
* @param {todo} name - todo.
|
||||
|
||||
4) All properties must be marked-up:
|
||||
|
||||
/**
|
||||
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
|
||||
* @default
|
||||
*/
|
||||
this.isFinished = false;
|
||||
|
||||
It is important you include the data-type. I don't expect you to know what the data type is, so just include: {todo}
|
||||
It is important you include the hypen after the parameter name. You will always know what the parameter name is, so it should always be included.
|
||||
You often won't know what the parameter description is, so just put "todo", like this:
|
||||
|
||||
* @property {todo} isFinished - todo.
|
||||
|
||||
If the property has a base value assigned to it (i.e. a number or a string) then put @default.
|
||||
If the property starts with an underscore it must include @private. Here is an example combining the two:
|
||||
|
||||
/**
|
||||
* @property {number} _frameIndex - The index of the current frame.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._frameIndex = 0;
|
||||
@@ -1,707 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Class: AnimationManager</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="AnimationManager-Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Class: AnimationManager</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
AnimationManager
|
||||
</h2>
|
||||
|
||||
<div class="class-description"><p>Phaser.AnimationManager</p></div>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="AnimationManager"><span class="type-signature"></span>new AnimationManager<span class="signature">(sprite)</span><span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>The Animation Manager is used to add, play and update Phaser Animations.
|
||||
Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>sprite</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">Phaser.Sprite</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>A reference to the Game Object that owns this AnimationManager.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-16">line 16</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Members</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="currentFrame"><span class="type-signature"></span>currentFrame<span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
<h5 class="subsection-title">Properties:</h5>
|
||||
|
||||
<dl>
|
||||
|
||||
<table class="props table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>currentFrame</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">Phaser.Animation.Frame</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>The currently displayed Frame of animation, if any.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-default">Default Value:</dt>
|
||||
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-32">line 32</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
<h5 class="subsection-title">Properties:</h5>
|
||||
|
||||
<dl>
|
||||
|
||||
<table class="props table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>game</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">Phaser.Game</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>A reference to the currently running Game.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-26">line 26</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="sprite"><span class="type-signature"></span>sprite<span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
<h5 class="subsection-title">Properties:</h5>
|
||||
|
||||
<dl>
|
||||
|
||||
<table class="props table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>sprite</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">Phaser.Sprite</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>A reference to the parent Sprite that owns this AnimationManager.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-21">line 21</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="updateIfVisible"><span class="type-signature"></span>updateIfVisible<span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
<h5 class="subsection-title">Properties:</h5>
|
||||
|
||||
<dl>
|
||||
|
||||
<table class="props table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>updateIfVisible</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">boolean</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Should the animation data continue to update even if the Sprite.visible is set to false.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-default">Default Value:</dt>
|
||||
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-38">line 38</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Tue Oct 01 2013 23:59:05 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,220 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Module: AnimationManager</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="AnimationManager-Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Module: AnimationManager</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
AnimationManager
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-author">Author:</dt>
|
||||
<dd class="tag-author">
|
||||
<ul>
|
||||
<li><a href="mailto:rich@photonstorm.com">Richard Davey</a></li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-copyright">Copyright:</dt>
|
||||
<dd class="tag-copyright"><ul class="dummy"><li>2013 Photon Storm Ltd.</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-license">License:</dt>
|
||||
<dd class="tag-license"><ul class="dummy"><li><a href="https://github.com/photonstorm/phaser/blob/master/license.txt">MIT License</a></li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-1">line 1</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Tue Oct 01 2013 23:59:05 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
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|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,757 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: animation/AnimationManager.js</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Color.html">Color</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: animation/AnimationManager.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Animation Manager is used to add, play and update Phaser Animations.
|
||||
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
|
||||
*
|
||||
* @class Phaser.AnimationManager
|
||||
* @constructor
|
||||
* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
|
||||
*/
|
||||
Phaser.AnimationManager = function (sprite) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
|
||||
*/
|
||||
this.sprite = sprite;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = sprite.game;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
|
||||
* @default
|
||||
*/
|
||||
this.currentFrame = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
|
||||
* @default
|
||||
*/
|
||||
this.updateIfVisible = true;
|
||||
|
||||
/**
|
||||
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._frameData = null;
|
||||
|
||||
/**
|
||||
* @property {object} _anims - An internal object that stores all of the Animation instances.
|
||||
* @private
|
||||
*/
|
||||
this._anims = {};
|
||||
|
||||
/**
|
||||
* @property {object} _outputFrames - An internal object to help avoid gc.
|
||||
* @private
|
||||
*/
|
||||
this._outputFrames = [];
|
||||
|
||||
};
|
||||
|
||||
Phaser.AnimationManager.prototype = {
|
||||
|
||||
/**
|
||||
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
|
||||
* This is called automatically when a new Sprite is created.
|
||||
*
|
||||
* @method Phaser.AnimationManager#loadFrameData
|
||||
* @private
|
||||
* @param {Phaser.FrameData} frameData - The FrameData set to load.
|
||||
*/
|
||||
loadFrameData: function (frameData) {
|
||||
|
||||
this._frameData = frameData;
|
||||
this.frame = 0;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
|
||||
* Animations added in this way are played back with the play function.
|
||||
*
|
||||
* @method Phaser.AnimationManager#add
|
||||
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
|
||||
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
|
||||
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
|
||||
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
|
||||
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
|
||||
* @return {Phaser.Animation} The Animation object that was created.
|
||||
*/
|
||||
add: function (name, frames, frameRate, loop, useNumericIndex) {
|
||||
|
||||
if (this._frameData == null)
|
||||
{
|
||||
console.warn('No FrameData available for Phaser.Animation ' + name);
|
||||
return;
|
||||
}
|
||||
|
||||
frameRate = frameRate || 60;
|
||||
|
||||
if (typeof loop === 'undefined') { loop = false; }
|
||||
if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
|
||||
|
||||
// Create the signals the AnimationManager will emit
|
||||
if (this.sprite.events.onAnimationStart == null)
|
||||
{
|
||||
this.sprite.events.onAnimationStart = new Phaser.Signal();
|
||||
this.sprite.events.onAnimationComplete = new Phaser.Signal();
|
||||
this.sprite.events.onAnimationLoop = new Phaser.Signal();
|
||||
}
|
||||
|
||||
this._outputFrames.length = 0;
|
||||
|
||||
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
|
||||
|
||||
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
|
||||
return this._anims[name];
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Check whether the frames in the given array are valid and exist.
|
||||
*
|
||||
* @method Phaser.AnimationManager#validateFrames
|
||||
* @param {Array} frames - An array of frames to be validated.
|
||||
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
|
||||
* @return {boolean} True if all given Frames are valid, otherwise false.
|
||||
*/
|
||||
validateFrames: function (frames, useNumericIndex) {
|
||||
|
||||
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
if (useNumericIndex == true)
|
||||
{
|
||||
if (frames[i] > this._frameData.total)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this._frameData.checkFrameName(frames[i]) == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
|
||||
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
|
||||
*
|
||||
* @method Phaser.AnimationManager#play
|
||||
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
|
||||
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
|
||||
* @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
||||
* @return {Phaser.Animation} A reference to playing Animation instance.
|
||||
*/
|
||||
play: function (name, frameRate, loop) {
|
||||
|
||||
if (this._anims[name])
|
||||
{
|
||||
if (this.currentAnim == this._anims[name])
|
||||
{
|
||||
if (this.currentAnim.isPlaying == false)
|
||||
{
|
||||
return this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.currentAnim = this._anims[name];
|
||||
return this.currentAnim.play(frameRate, loop);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
|
||||
* The currentAnim property of the AnimationManager is automatically set to the animation given.
|
||||
*
|
||||
* @method Phaser.AnimationManager#stop
|
||||
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
|
||||
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
|
||||
*/
|
||||
stop: function (name, resetFrame) {
|
||||
|
||||
if (typeof resetFrame == 'undefined') { resetFrame = false; }
|
||||
|
||||
if (typeof name == 'string')
|
||||
{
|
||||
if (this._anims[name])
|
||||
{
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop(resetFrame);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.currentAnim)
|
||||
{
|
||||
this.currentAnim.stop(resetFrame);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
|
||||
*
|
||||
* @method Phaser.AnimationManager#update
|
||||
* @protected
|
||||
* @return {boolean} True if a new animation frame has been set, otherwise false.
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (this.updateIfVisible && this.sprite.visible == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.currentAnim && this.currentAnim.update() == true)
|
||||
{
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
|
||||
*
|
||||
* @method Phaser.AnimationManager#destroy
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
this._anims = {};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frameData
|
||||
* @property {Phaser.FrameData} frameData - The current animations FrameData.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
|
||||
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frameTotal
|
||||
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this._frameData)
|
||||
{
|
||||
return this._frameData.total;
|
||||
}
|
||||
else
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#paused
|
||||
* @property {boolean} paused - Gets and sets the paused state of the current animation.
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.currentAnim.isPaused;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this.currentAnim.paused = value;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frame
|
||||
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this._frameIndex;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (this._frameData && this._frameData.getFrame(value) !== null)
|
||||
{
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._frameIndex = value;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frameName
|
||||
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this.currentFrame.name;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (this._frameData && this._frameData.getFrameByName(value) !== null)
|
||||
{
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn("Cannot set frameName: " + value);
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,874 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Namespace: Back</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween-Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Back</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Back
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Back easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-469">line 469</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Back ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-476">line 476</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Back ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-506">line 506</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Back ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-491">line 491</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:56:58 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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|
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|
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</div>
|
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</body>
|
||||
</html>
|
||||
@@ -1,874 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Namespace: Bounce</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
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<![endif]-->
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|
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class="caret"></b></a>
|
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||||
<ul class="dropdown-menu ">
|
||||
|
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<li>
|
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<a href="Back.html">Back</a>
|
||||
</li>
|
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|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
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|
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|
||||
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|
||||
<a href="Cubic.html">Cubic</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Elastic.html">Elastic</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Linear.html">Linear</a>
|
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|
||||
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||||
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<a href="Phaser.html">Phaser</a>
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||||
<a href="Quadratic.html">Quadratic</a>
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|
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|
||||
<a href="Quartic.html">Quartic</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Quintic.html">Quintic</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
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class="caret"></b></a>
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|
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<a href="module-Tween-Phaser.TweenManager.html">TweenManager</a>
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|
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|
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|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
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|
||||
|
||||
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|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Cache.html">Cache</a>
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|
||||
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||||
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||||
<a href="Phaser.Camera.html">Camera</a>
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|
||||
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||||
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||||
<a href="Phaser.Canvas.html">Canvas</a>
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|
||||
|
||||
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|
||||
<a href="Phaser.Circle.html">Circle</a>
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|
||||
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||||
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|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
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|
||||
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||||
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|
||||
<a href="Phaser.Frame.html">Frame</a>
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||||
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||||
<a href="Phaser.Keyboard.html">Keyboard</a>
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|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
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|
||||
|
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|
||||
<a href="Phaser.Loader.html">Loader</a>
|
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|
||||
|
||||
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|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Bounce</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Bounce
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Bounce easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-524">line 524</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Bounce ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-531">line 531</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Bounce ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-575">line 575</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Bounce ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-545">line 545</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:56:58 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
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</footer>
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</div>
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||||
|
||||
|
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<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
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<br clear="both">
|
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</div>
|
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|
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</div>
|
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<script src="scripts/sunlight.js"></script>
|
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<script src="scripts/sunlight.javascript.js"></script>
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,874 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Namespace: Cubic</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
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<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
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||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
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<body>
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<div class="navbar navbar-fixed-top navbar-inverse">
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<div class="navbar-inner">
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<a class="brand" href="index.html">Phaser</a>
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<ul class="nav">
|
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|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
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class="caret"></b></a>
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||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Linear.html">Linear</a>
|
||||
</li>
|
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||||
<li>
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||||
<a href="Phaser.html">Phaser</a>
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|
||||
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<li>
|
||||
<a href="Quadratic.html">Quadratic</a>
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</li>
|
||||
|
||||
<li>
|
||||
<a href="Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
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<li class="dropdown">
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<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li>
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<a href="module-Tween.html">Tween</a>
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<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li>
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<a href="module-Tween-Phaser.TweenManager.html">TweenManager</a>
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|
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<a href="Phaser.Animation.html">Animation</a>
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<li>
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<a href="Phaser.AnimationManager.html">AnimationManager</a>
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</li>
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|
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<li>
|
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<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
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||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
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|
||||
<a href="Phaser.Camera.html">Camera</a>
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|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
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||||
|
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<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
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|
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|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
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<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
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|
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.Game.html">Game</a>
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<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Cubic</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Cubic
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Cubic easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-89">line 89</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Cubic ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-96">line 96</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Cubic ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-124">line 124</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Cubic ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-110">line 110</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:56:58 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
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<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
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<script src="scripts/jquery.min.js"></script>
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<script src="scripts/jquery.scrollTo.js"></script>
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<script src="scripts/jquery.localScroll.js"></script>
|
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<script src="scripts/bootstrap-dropdown.js"></script>
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<script src="scripts/toc.js"></script>
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|
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
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|
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<script>
|
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$( function () {
|
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$( "#toc" ).toc( {
|
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selectors : "h1,h2,h3,h4",
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showAndHide : false,
|
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scrollTo : 60
|
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} );
|
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
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|
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} );
|
||||
</script>
|
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|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,946 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
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||||
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<h1 class="page-title">Source: tween/Easing.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* A collection of easing methods defining ease-in ease-out curves.
|
||||
*
|
||||
* @class Phaser.Easing
|
||||
*/
|
||||
Phaser.Easing = {
|
||||
|
||||
/**
|
||||
* Linear easing.
|
||||
*
|
||||
* @class Phaser.Easing.Linear
|
||||
*/
|
||||
Linear: {
|
||||
|
||||
/**
|
||||
* Ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Linear#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} k^2.
|
||||
*/
|
||||
None: function ( k ) {
|
||||
|
||||
return k;
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Quadratic easing.
|
||||
*
|
||||
* @class Phaser.Easing.Quadratic
|
||||
*/
|
||||
Quadratic: {
|
||||
|
||||
/**
|
||||
* Ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Quadratic#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} k^2.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return k * k;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Quadratic#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} k* (2-k).
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
return k * ( 2 - k );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Quadratic#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;
|
||||
return - 0.5 * ( --k * ( k - 2 ) - 1 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Cubic easing.
|
||||
*
|
||||
* @class Phaser.Easing.Cubic
|
||||
*/
|
||||
Cubic: {
|
||||
|
||||
/**
|
||||
* Cubic ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Cubic#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return k * k * k;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Cubic ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Cubic#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
return --k * k * k + 1;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Cubic ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Cubic#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k;
|
||||
return 0.5 * ( ( k -= 2 ) * k * k + 2 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Quartic easing.
|
||||
*
|
||||
* @class Phaser.Easing.Quartic
|
||||
*/
|
||||
Quartic: {
|
||||
|
||||
/**
|
||||
* Quartic ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Quartic#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return k * k * k * k;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Quartic ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Quartic#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
return 1 - ( --k * k * k * k );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Quartic ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Quartic#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k;
|
||||
return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Quintic easing.
|
||||
*
|
||||
* @class Phaser.Easing.Quintic
|
||||
*/
|
||||
Quintic: {
|
||||
|
||||
/**
|
||||
* Quintic ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Quintic#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return k * k * k * k * k;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Quintic ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Quintic#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
return --k * k * k * k * k + 1;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Quintic ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Quintic#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k;
|
||||
return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sinusoidal easing.
|
||||
*
|
||||
* @class Phaser.Easing.Sinusoidal
|
||||
*/
|
||||
Sinusoidal: {
|
||||
|
||||
/**
|
||||
* Sinusoidal ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Sinusoidal#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return 1 - Math.cos( k * Math.PI / 2 );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sinusoidal ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Sinusoidal#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
return Math.sin( k * Math.PI / 2 );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sinusoidal ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Sinusoidal#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
return 0.5 * ( 1 - Math.cos( Math.PI * k ) );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Exponential easing.
|
||||
*
|
||||
* @class Phaser.Easing.Exponential
|
||||
*/
|
||||
Exponential: {
|
||||
|
||||
/**
|
||||
* Exponential ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Exponential#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return k === 0 ? 0 : Math.pow( 1024, k - 1 );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Exponential ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Exponential#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
return k === 1 ? 1 : 1 - Math.pow( 2, - 10 * k );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Exponential ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Exponential#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( k === 0 ) return 0;
|
||||
if ( k === 1 ) return 1;
|
||||
if ( ( k *= 2 ) < 1 ) return 0.5 * Math.pow( 1024, k - 1 );
|
||||
return 0.5 * ( - Math.pow( 2, - 10 * ( k - 1 ) ) + 2 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Circular easing.
|
||||
*
|
||||
* @class Phaser.Easing.Circular
|
||||
*/
|
||||
Circular: {
|
||||
|
||||
/**
|
||||
* Circular ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Circular#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return 1 - Math.sqrt( 1 - k * k );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Circular ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Circular#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
return Math.sqrt( 1 - ( --k * k ) );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Circular ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Circular#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( ( k *= 2 ) < 1) return - 0.5 * ( Math.sqrt( 1 - k * k) - 1);
|
||||
return 0.5 * ( Math.sqrt( 1 - ( k -= 2) * k) + 1);
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Elastic easing.
|
||||
*
|
||||
* @class Phaser.Easing.Elastic
|
||||
*/
|
||||
Elastic: {
|
||||
|
||||
/**
|
||||
* Elastic ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Elastic#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
var s, a = 0.1, p = 0.4;
|
||||
if ( k === 0 ) return 0;
|
||||
if ( k === 1 ) return 1;
|
||||
if ( !a || a < 1 ) { a = 1; s = p / 4; }
|
||||
else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
|
||||
return - ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Elastic ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Elastic#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
var s, a = 0.1, p = 0.4;
|
||||
if ( k === 0 ) return 0;
|
||||
if ( k === 1 ) return 1;
|
||||
if ( !a || a < 1 ) { a = 1; s = p / 4; }
|
||||
else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
|
||||
return ( a * Math.pow( 2, - 10 * k) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) + 1 );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Elastic ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Elastic#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
var s, a = 0.1, p = 0.4;
|
||||
if ( k === 0 ) return 0;
|
||||
if ( k === 1 ) return 1;
|
||||
if ( !a || a < 1 ) { a = 1; s = p / 4; }
|
||||
else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
|
||||
if ( ( k *= 2 ) < 1 ) return - 0.5 * ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );
|
||||
return a * Math.pow( 2, -10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) * 0.5 + 1;
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Back easing.
|
||||
*
|
||||
* @class Phaser.Easing.Back
|
||||
*/
|
||||
Back: {
|
||||
|
||||
/**
|
||||
* Back ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Back#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
var s = 1.70158;
|
||||
return k * k * ( ( s + 1 ) * k - s );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Back ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Back#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
var s = 1.70158;
|
||||
return --k * k * ( ( s + 1 ) * k + s ) + 1;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Back ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Back#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
var s = 1.70158 * 1.525;
|
||||
if ( ( k *= 2 ) < 1 ) return 0.5 * ( k * k * ( ( s + 1 ) * k - s ) );
|
||||
return 0.5 * ( ( k -= 2 ) * k * ( ( s + 1 ) * k + s ) + 2 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Bounce easing.
|
||||
*
|
||||
* @class Phaser.Easing.Bounce
|
||||
*/
|
||||
Bounce: {
|
||||
|
||||
/**
|
||||
* Bounce ease-in.
|
||||
*
|
||||
* @method Phaser.Easing.Bounce#In
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
In: function ( k ) {
|
||||
|
||||
return 1 - Phaser.Easing.Bounce.Out( 1 - k );
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Bounce ease-out.
|
||||
*
|
||||
* @method Phaser.Easing.Bounce#Out
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
Out: function ( k ) {
|
||||
|
||||
if ( k < ( 1 / 2.75 ) ) {
|
||||
|
||||
return 7.5625 * k * k;
|
||||
|
||||
} else if ( k < ( 2 / 2.75 ) ) {
|
||||
|
||||
return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
|
||||
|
||||
} else if ( k < ( 2.5 / 2.75 ) ) {
|
||||
|
||||
return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;
|
||||
|
||||
} else {
|
||||
|
||||
return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Bounce ease-in/out.
|
||||
*
|
||||
* @method Phaser.Easing.Bounce#InOut
|
||||
* @param {number} k - The value to be tweened.
|
||||
* @returns {number} The tweened value.
|
||||
*/
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( k < 0.5 ) return Phaser.Easing.Bounce.In( k * 2 ) * 0.5;
|
||||
return Phaser.Easing.Bounce.Out( k * 2 - 1 ) * 0.5 + 0.5;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
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on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</html>
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@@ -1,874 +0,0 @@
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
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|
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|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
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|
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|
||||
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|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
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|
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|
||||
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|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.State.html">State</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
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|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Elastic</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Elastic
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Elastic easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-402">line 402</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Elastic ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-409">line 409</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Elastic ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-447">line 447</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Elastic ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-428">line 428</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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on Thu Oct 03 2013 01:56:58 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</html>
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@@ -1,874 +0,0 @@
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||||
<!DOCTYPE html>
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|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
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<title>Phaser Namespace: Exponential</title>
|
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||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween-Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Exponential</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Exponential
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Exponential easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-296">line 296</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Exponential ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-303">line 303</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Exponential ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-331">line 331</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Exponential ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-317">line 317</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
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|
||||
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|
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|
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|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
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on Thu Oct 03 2013 01:56:58 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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@@ -1,860 +0,0 @@
|
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|
||||
|
||||
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|
||||
<head>
|
||||
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|
||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
||||
|
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|
||||
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|
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|
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|
||||
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|
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|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
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|
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|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
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|
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|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
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|
||||
|
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||||
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||||
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|
||||
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|
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
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||||
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|
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|
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|
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|
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||||
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||||
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|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
|
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|
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<a href="Phaser.Stage.html">Stage</a>
|
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|
||||
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|
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<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
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|
||||
|
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|
||||
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|
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||||
|
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|
||||
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|
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|
||||
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|
||||
<a href="Phaser.Time.html">Time</a>
|
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||||
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|
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|
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|
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|
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</li>
|
||||
|
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|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
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</ul>
|
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</li>
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
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class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
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|
||||
<li>
|
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
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</li>
|
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|
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|
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</ul>
|
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</li>
|
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|
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</ul>
|
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</div>
|
||||
</div>
|
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|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: core/Game.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Game constructor
|
||||
*
|
||||
* Instantiate a new <code>Phaser.Game</code> object.
|
||||
* @class Phaser.Game
|
||||
* @classdesc This is where the magic happens. The Game object is the heart of your game,
|
||||
* providing quick access to common functions and handling the boot process.
|
||||
* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
|
||||
* Thomas A. Edison
|
||||
* @constructor
|
||||
* @param {number} width - The width of your game in game pixels.
|
||||
* @param {number} height - The height of your game in game pixels.
|
||||
* @param {number} renderer -Which renderer to use (canvas or webgl)
|
||||
* @param {HTMLElement} parent -The Games DOM parent.
|
||||
* @param {Description} state - Description.
|
||||
* @param {boolean} transparent - Use a transparent canvas background or not.
|
||||
* @param {boolean} antialias - Anti-alias graphics.
|
||||
*/
|
||||
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
|
||||
|
||||
width = width || 800;
|
||||
height = height || 600;
|
||||
renderer = renderer || Phaser.AUTO;
|
||||
parent = parent || '';
|
||||
state = state || null;
|
||||
if (typeof transparent == 'undefined') { transparent = false; }
|
||||
if (typeof antialias == 'undefined') { antialias = false; }
|
||||
|
||||
/**
|
||||
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
|
||||
*/
|
||||
this.id = Phaser.GAMES.push(this) - 1;
|
||||
|
||||
/**
|
||||
* @property {HTMLElement} parent - The Games DOM parent.
|
||||
*/
|
||||
this.parent = parent;
|
||||
|
||||
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
|
||||
|
||||
/**
|
||||
* @property {number} width - The Game width (in pixels).
|
||||
*/
|
||||
this.width = width;
|
||||
|
||||
/**
|
||||
* @property {number} height - The Game height (in pixels).
|
||||
*/
|
||||
this.height = height;
|
||||
|
||||
/**
|
||||
* @property {boolean} transparent - Use a transparent canvas background or not.
|
||||
*/
|
||||
this.transparent = transparent;
|
||||
|
||||
/**
|
||||
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
|
||||
*/
|
||||
this.antialias = antialias;
|
||||
|
||||
/**
|
||||
* @property {number} renderer - The Pixi Renderer
|
||||
* @default
|
||||
*/
|
||||
this.renderer = null;
|
||||
|
||||
/**
|
||||
* @property {number} state - The StateManager.
|
||||
*/
|
||||
this.state = new Phaser.StateManager(this, state);
|
||||
|
||||
/**
|
||||
* @property {boolean} _paused - Is game paused?
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._paused = false;
|
||||
|
||||
/**
|
||||
* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
|
||||
*/
|
||||
this.renderType = renderer;
|
||||
|
||||
/**
|
||||
* @property {boolean} _loadComplete - Whether load complete loading or not.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._loadComplete = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
|
||||
* @default
|
||||
*/
|
||||
this.isBooted = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} id -Is game running or paused?
|
||||
* @default
|
||||
*/
|
||||
this.isRunning = false;
|
||||
|
||||
/**
|
||||
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
|
||||
* @default
|
||||
*/
|
||||
this.raf = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
|
||||
* @default
|
||||
*/
|
||||
this.add = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Cache} cache - Reference to the assets cache.
|
||||
* @default
|
||||
*/
|
||||
this.cache = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Input} input - Reference to the input manager
|
||||
* @default
|
||||
*/
|
||||
this.input = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Loader} load - Reference to the assets loader.
|
||||
* @default
|
||||
*/
|
||||
this.load = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.GameMath} math - Reference to the math helper.
|
||||
* @default
|
||||
*/
|
||||
this.math = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Net} net - Reference to the network class.
|
||||
* @default
|
||||
*/
|
||||
this.net = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
|
||||
* @default
|
||||
*/
|
||||
this.sound = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Stage} stage - Reference to the stage.
|
||||
* @default
|
||||
*/
|
||||
this.stage = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.TimeManager} time - Reference to game clock.
|
||||
* @default
|
||||
*/
|
||||
this.time = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
|
||||
* @default
|
||||
*/
|
||||
this.tweens = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.World} world - Reference to the world.
|
||||
* @default
|
||||
*/
|
||||
this.world = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
|
||||
* @default
|
||||
*/
|
||||
this.physics = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
|
||||
* @default
|
||||
*/
|
||||
this.rnd = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Device} device - Contains device information and capabilities.
|
||||
* @default
|
||||
*/
|
||||
this.device = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
|
||||
* @default
|
||||
*/
|
||||
this.camera = null;
|
||||
|
||||
/**
|
||||
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
|
||||
* @default
|
||||
*/
|
||||
this.canvas = null;
|
||||
|
||||
/**
|
||||
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
|
||||
* @default
|
||||
*/
|
||||
this.context = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
|
||||
* @default
|
||||
*/
|
||||
this.debug = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Particles} particles - The Particle Manager.
|
||||
* @default
|
||||
*/
|
||||
this.particles = null;
|
||||
|
||||
var _this = this;
|
||||
|
||||
this._onBoot = function () {
|
||||
return _this.boot();
|
||||
}
|
||||
|
||||
if (document.readyState === 'complete' || document.readyState === 'interactive')
|
||||
{
|
||||
window.setTimeout(this._onBoot, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.addEventListener('DOMContentLoaded', this._onBoot, false);
|
||||
window.addEventListener('load', this._onBoot, false);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Game.prototype = {
|
||||
|
||||
/**
|
||||
* Initialize engine sub modules and start the game.
|
||||
*
|
||||
* @method Phaser.Game#boot
|
||||
* @protected
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
if (this.isBooted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!document.body)
|
||||
{
|
||||
window.setTimeout(this._onBoot, 20);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.removeEventListener('DOMContentLoaded', this._onBoot);
|
||||
window.removeEventListener('load', this._onBoot);
|
||||
|
||||
this.onPause = new Phaser.Signal;
|
||||
this.onResume = new Phaser.Signal;
|
||||
|
||||
this.isBooted = true;
|
||||
|
||||
this.device = new Phaser.Device();
|
||||
this.math = Phaser.Math;
|
||||
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
|
||||
|
||||
this.stage = new Phaser.Stage(this, this.width, this.height);
|
||||
|
||||
this.setUpRenderer();
|
||||
|
||||
this.world = new Phaser.World(this);
|
||||
this.add = new Phaser.GameObjectFactory(this);
|
||||
this.cache = new Phaser.Cache(this);
|
||||
this.load = new Phaser.Loader(this);
|
||||
this.time = new Phaser.Time(this);
|
||||
this.tweens = new Phaser.TweenManager(this);
|
||||
this.input = new Phaser.Input(this);
|
||||
this.sound = new Phaser.SoundManager(this);
|
||||
this.physics = new Phaser.Physics.Arcade(this);
|
||||
this.particles = new Phaser.Particles(this);
|
||||
this.plugins = new Phaser.PluginManager(this, this);
|
||||
this.net = new Phaser.Net(this);
|
||||
this.debug = new Phaser.Utils.Debug(this);
|
||||
|
||||
this.load.onLoadComplete.add(this.loadComplete, this);
|
||||
|
||||
this.stage.boot();
|
||||
this.world.boot();
|
||||
this.input.boot();
|
||||
this.sound.boot();
|
||||
this.state.boot();
|
||||
|
||||
if (this.renderType == Phaser.CANVAS)
|
||||
{
|
||||
console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to Canvas', 'color: #ffff33; background: #000000');
|
||||
}
|
||||
else
|
||||
{
|
||||
console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to WebGL', 'color: #ffff33; background: #000000');
|
||||
}
|
||||
|
||||
if (Phaser.VERSION.substr(-5) == '-beta')
|
||||
{
|
||||
console.warn('You are using a beta version of Phaser. Some things may not work.');
|
||||
}
|
||||
|
||||
this.isRunning = true;
|
||||
this._loadComplete = false;
|
||||
|
||||
this.raf = new Phaser.RequestAnimationFrame(this);
|
||||
this.raf.start();
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
|
||||
*
|
||||
* @method Phaser.Game#setUpRenderer
|
||||
* @protected
|
||||
*/
|
||||
setUpRenderer: function () {
|
||||
|
||||
if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
|
||||
{
|
||||
if (this.device.canvas)
|
||||
{
|
||||
this.renderType = Phaser.CANVAS;
|
||||
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
|
||||
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
|
||||
this.canvas = this.renderer.view;
|
||||
this.context = this.renderer.context;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// They requested WebGL, and their browser supports it
|
||||
this.renderType = Phaser.WEBGL;
|
||||
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
|
||||
this.canvas = this.renderer.view;
|
||||
this.context = null;
|
||||
}
|
||||
|
||||
Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
|
||||
Phaser.Canvas.setTouchAction(this.renderer.view);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called when the load has finished, after preload was run.
|
||||
*
|
||||
* @method Phaser.Game#loadComplete
|
||||
* @protected
|
||||
*/
|
||||
loadComplete: function () {
|
||||
|
||||
this._loadComplete = true;
|
||||
|
||||
this.state.loadComplete();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The core game loop.
|
||||
*
|
||||
* @method Phaser.Game#update
|
||||
* @protected
|
||||
* @param {number} time - The current time as provided by RequestAnimationFrame.
|
||||
*/
|
||||
update: function (time) {
|
||||
|
||||
this.time.update(time);
|
||||
|
||||
if (!this._paused)
|
||||
{
|
||||
this.plugins.preUpdate();
|
||||
this.physics.preUpdate();
|
||||
|
||||
this.input.update();
|
||||
this.tweens.update();
|
||||
this.sound.update();
|
||||
this.world.update();
|
||||
this.particles.update();
|
||||
this.state.update();
|
||||
this.plugins.update();
|
||||
|
||||
this.world.postUpdate();
|
||||
|
||||
this.renderer.render(this.stage._stage);
|
||||
this.plugins.render();
|
||||
this.state.render();
|
||||
|
||||
this.plugins.postRender();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Nuke the entire game from orbit
|
||||
*
|
||||
* @method Phaser.Game#destroy
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
this.state.destroy();
|
||||
|
||||
this.state = null;
|
||||
this.cache = null;
|
||||
this.input = null;
|
||||
this.load = null;
|
||||
this.sound = null;
|
||||
this.stage = null;
|
||||
this.time = null;
|
||||
this.world = null;
|
||||
this.isBooted = false;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* The paused state of the Game. A paused game doesn't update any of its subsystems.
|
||||
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
|
||||
* @name Phaser.Game#paused
|
||||
* @property {boolean} paused - Gets and sets the paused state of the Game.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Game.prototype, "paused", {
|
||||
|
||||
get: function () {
|
||||
return this._paused;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (value === true)
|
||||
{
|
||||
if (this._paused == false)
|
||||
{
|
||||
this._paused = true;
|
||||
this.onPause.dispatch(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this._paused)
|
||||
{
|
||||
this._paused = false;
|
||||
this.onResume.dispatch(this);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,592 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Namespace: Linear</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween-Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
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||||
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||||
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|
||||
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|
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|
||||
|
||||
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|
||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
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|
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||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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||||
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|
||||
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|
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|
||||
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||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
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|
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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||||
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||||
|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
|
||||
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|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Linear</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Linear
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Linear easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-14">line 14</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-21">line 21</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>k^2.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
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|
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|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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|
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
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|
||||
|
||||
|
||||
</ul>
|
||||
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|
||||
|
||||
</ul>
|
||||
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|
||||
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|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: animation/Parser.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
|
||||
*
|
||||
* @class Phaser.Animation.Parser
|
||||
*/
|
||||
Phaser.Animation.Parser = {
|
||||
|
||||
/**
|
||||
* Parse a Sprite Sheet and extract the animation frame data from it.
|
||||
*
|
||||
* @method Phaser.Animation.Parser.spriteSheet
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
|
||||
* @param {number} frameWidth - The fixed width of each frame of the animation.
|
||||
* @param {number} frameHeight - The fixed height of each frame of the animation.
|
||||
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
|
||||
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
|
||||
*/
|
||||
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
|
||||
|
||||
// How big is our image?
|
||||
var img = game.cache.getImage(key);
|
||||
|
||||
if (img == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var width = img.width;
|
||||
var height = img.height;
|
||||
|
||||
if (frameWidth <= 0)
|
||||
{
|
||||
frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
|
||||
}
|
||||
|
||||
if (frameHeight <= 0)
|
||||
{
|
||||
frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
|
||||
}
|
||||
|
||||
var row = Math.round(width / frameWidth);
|
||||
var column = Math.round(height / frameHeight);
|
||||
var total = row * column;
|
||||
|
||||
if (frameMax !== -1)
|
||||
{
|
||||
total = frameMax;
|
||||
}
|
||||
|
||||
// Zero or smaller than frame sizes?
|
||||
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
|
||||
{
|
||||
console.warn("Phaser.Animation.Parser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.Animation.FrameData();
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
|
||||
for (var i = 0; i < total; i++)
|
||||
{
|
||||
var uuid = game.rnd.uuid();
|
||||
|
||||
data.addFrame(new Phaser.Animation.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
|
||||
|
||||
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
|
||||
x: x,
|
||||
y: y,
|
||||
width: frameWidth,
|
||||
height: frameHeight
|
||||
});
|
||||
|
||||
x += frameWidth;
|
||||
|
||||
if (x === width)
|
||||
{
|
||||
x = 0;
|
||||
y += frameHeight;
|
||||
}
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Parse the JSON data and extract the animation frame data from it.
|
||||
*
|
||||
* @method Phaser.Animation.Parser.JSONData
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
|
||||
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
||||
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
|
||||
*/
|
||||
JSONData: function (game, json, cacheKey) {
|
||||
|
||||
// Malformed?
|
||||
if (!json['frames'])
|
||||
{
|
||||
console.warn("Phaser.Animation.Parser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
|
||||
console.log(json);
|
||||
return;
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.Animation.FrameData();
|
||||
|
||||
// By this stage frames is a fully parsed array
|
||||
var frames = json['frames'];
|
||||
var newFrame;
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
var uuid = game.rnd.uuid();
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Animation.Frame(
|
||||
i,
|
||||
frames[i].frame.x,
|
||||
frames[i].frame.y,
|
||||
frames[i].frame.w,
|
||||
frames[i].frame.h,
|
||||
frames[i].filename,
|
||||
uuid
|
||||
));
|
||||
|
||||
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
||||
x: frames[i].frame.x,
|
||||
y: frames[i].frame.y,
|
||||
width: frames[i].frame.w,
|
||||
height: frames[i].frame.h
|
||||
});
|
||||
|
||||
if (frames[i].trimmed)
|
||||
{
|
||||
newFrame.setTrim(
|
||||
frames[i].trimmed,
|
||||
frames[i].sourceSize.w,
|
||||
frames[i].sourceSize.h,
|
||||
frames[i].spriteSourceSize.x,
|
||||
frames[i].spriteSourceSize.y,
|
||||
frames[i].spriteSourceSize.w,
|
||||
frames[i].spriteSourceSize.h
|
||||
);
|
||||
|
||||
// We had to hack Pixi to get this to work :(
|
||||
PIXI.TextureCache[uuid].trimmed = true;
|
||||
PIXI.TextureCache[uuid].trim.x = frames[i].spriteSourceSize.x;
|
||||
PIXI.TextureCache[uuid].trim.y = frames[i].spriteSourceSize.y;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Parse the JSON data and extract the animation frame data from it.
|
||||
*
|
||||
* @method Phaser.Animation.Parser.JSONDataHash
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
|
||||
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
||||
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
|
||||
*/
|
||||
JSONDataHash: function (game, json, cacheKey) {
|
||||
|
||||
// Malformed?
|
||||
if (!json['frames'])
|
||||
{
|
||||
console.warn("Phaser.Animation.Parser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
|
||||
console.log(json);
|
||||
return;
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.Animation.FrameData();
|
||||
|
||||
// By this stage frames is a fully parsed array
|
||||
var frames = json['frames'];
|
||||
var newFrame;
|
||||
var i = 0;
|
||||
|
||||
for (var key in frames)
|
||||
{
|
||||
var uuid = game.rnd.uuid();
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Animation.Frame(
|
||||
i,
|
||||
frames[key].frame.x,
|
||||
frames[key].frame.y,
|
||||
frames[key].frame.w,
|
||||
frames[key].frame.h,
|
||||
key,
|
||||
uuid
|
||||
));
|
||||
|
||||
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
||||
x: frames[key].frame.x,
|
||||
y: frames[key].frame.y,
|
||||
width: frames[key].frame.w,
|
||||
height: frames[key].frame.h
|
||||
});
|
||||
|
||||
if (frames[key].trimmed)
|
||||
{
|
||||
newFrame.setTrim(
|
||||
frames[key].trimmed,
|
||||
frames[key].sourceSize.w,
|
||||
frames[key].sourceSize.h,
|
||||
frames[key].spriteSourceSize.x,
|
||||
frames[key].spriteSourceSize.y,
|
||||
frames[key].spriteSourceSize.w,
|
||||
frames[key].spriteSourceSize.h
|
||||
);
|
||||
|
||||
// We had to hack Pixi to get this to work :(
|
||||
PIXI.TextureCache[uuid].trimmed = true;
|
||||
PIXI.TextureCache[uuid].trim.x = frames[key].spriteSourceSize.x;
|
||||
PIXI.TextureCache[uuid].trim.y = frames[key].spriteSourceSize.y;
|
||||
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Parse the XML data and extract the animation frame data from it.
|
||||
*
|
||||
* @method Phaser.Animation.Parser.XMLData
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
|
||||
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
||||
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
|
||||
*/
|
||||
XMLData: function (game, xml, cacheKey) {
|
||||
|
||||
// Malformed?
|
||||
if (!xml.getElementsByTagName('TextureAtlas'))
|
||||
{
|
||||
console.warn("Phaser.Animation.Parser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
|
||||
return;
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.Animation.FrameData();
|
||||
var frames = xml.getElementsByTagName('SubTexture');
|
||||
var newFrame;
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
var uuid = game.rnd.uuid();
|
||||
|
||||
var frame = frames[i].attributes;
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Animation.Frame(
|
||||
i,
|
||||
frame.x.nodeValue,
|
||||
frame.y.nodeValue,
|
||||
frame.width.nodeValue,
|
||||
frame.height.nodeValue,
|
||||
frame.name.nodeValue,
|
||||
uuid
|
||||
));
|
||||
|
||||
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
||||
x: frame.x.nodeValue,
|
||||
y: frame.y.nodeValue,
|
||||
width: frame.width.nodeValue,
|
||||
height: frame.height.nodeValue
|
||||
});
|
||||
|
||||
// Trimmed?
|
||||
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0')
|
||||
{
|
||||
newFrame.setTrim(
|
||||
true,
|
||||
frame.width.nodeValue,
|
||||
frame.height.nodeValue,
|
||||
Math.abs(frame.frameX.nodeValue),
|
||||
Math.abs(frame.frameY.nodeValue),
|
||||
frame.frameWidth.nodeValue,
|
||||
frame.frameHeight.nodeValue
|
||||
);
|
||||
|
||||
PIXI.TextureCache[uuid].realSize = {
|
||||
x: Math.abs(frame.frameX.nodeValue),
|
||||
y: Math.abs(frame.frameY.nodeValue),
|
||||
w: frame.frameWidth.nodeValue,
|
||||
h: frame.frameHeight.nodeValue
|
||||
};
|
||||
|
||||
// We had to hack Pixi to get this to work :(
|
||||
PIXI.TextureCache[uuid].trimmed = true;
|
||||
PIXI.TextureCache[uuid].trim.x = Math.abs(frame.frameX.nodeValue);
|
||||
PIXI.TextureCache[uuid].trim.y = Math.abs(frame.frameY.nodeValue);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:18:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
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</footer>
|
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</div>
|
||||
|
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|
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<br clear="both">
|
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</div>
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|
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</div>
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|
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|
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|
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|
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
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|
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</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,381 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: loader/Parser.js</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
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<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
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|
||||
</head>
|
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|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
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|
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<li class="dropdown">
|
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<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
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class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
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|
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<li>
|
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<a href="module-Phaser.html">Phaser</a>
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</li>
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<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
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class="caret"></b></a>
|
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|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.FrameData.html">FrameData</a>
|
||||
</li>
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|
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<li>
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<a href="Phaser.Animation.Parser.html">Parser</a>
|
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</li>
|
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|
||||
<li>
|
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<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
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</li>
|
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|
||||
<li>
|
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<a href="Phaser.Cache.html">Cache</a>
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<a href="Phaser.Camera.html">Camera</a>
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<a href="Phaser.Canvas.html">Canvas</a>
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<a href="Phaser.Circle.html">Circle</a>
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<a href="Phaser.Device.html">Device</a>
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<a href="Phaser.Group.html">Group</a>
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<li>
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<a href="Phaser.Input.html">Input</a>
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</li>
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<li>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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</li>
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<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.Parser.html">Parser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: loader/Parser.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser.Loader.Parser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.
|
||||
*
|
||||
* @class Phaser.Loader.Parser
|
||||
*/
|
||||
Phaser.Loader.Parser = {
|
||||
|
||||
/**
|
||||
* Parse frame data from an XML file.
|
||||
* @method Phaser.Loader.Parser.bitmapFont
|
||||
* @param {object} xml - XML data you want to parse.
|
||||
* @return {FrameData} Generated FrameData object.
|
||||
*/
|
||||
bitmapFont: function (game, xml, cacheKey) {
|
||||
|
||||
// Malformed?
|
||||
if (!xml.getElementsByTagName('font'))
|
||||
{
|
||||
console.warn("Phaser.Loader.Parser.bitmapFont: Invalid XML given, missing <font> tag");
|
||||
return;
|
||||
}
|
||||
|
||||
var texture = PIXI.TextureCache[cacheKey];
|
||||
|
||||
var data = {};
|
||||
var info = xml.getElementsByTagName("info")[0];
|
||||
var common = xml.getElementsByTagName("common")[0];
|
||||
data.font = info.attributes.getNamedItem("face").nodeValue;
|
||||
data.size = parseInt(info.attributes.getNamedItem("size").nodeValue, 10);
|
||||
data.lineHeight = parseInt(common.attributes.getNamedItem("lineHeight").nodeValue, 10);
|
||||
data.chars = {};
|
||||
|
||||
//parse letters
|
||||
var letters = xml.getElementsByTagName("char");
|
||||
|
||||
for (var i = 0; i < letters.length; i++)
|
||||
{
|
||||
var charCode = parseInt(letters[i].attributes.getNamedItem("id").nodeValue, 10);
|
||||
|
||||
var textureRect = {
|
||||
x: parseInt(letters[i].attributes.getNamedItem("x").nodeValue, 10),
|
||||
y: parseInt(letters[i].attributes.getNamedItem("y").nodeValue, 10),
|
||||
width: parseInt(letters[i].attributes.getNamedItem("width").nodeValue, 10),
|
||||
height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10)
|
||||
};
|
||||
|
||||
// Note: This means you can only have 1 BitmapFont loaded at once!
|
||||
// Need to replace this with our own handler soon.
|
||||
PIXI.TextureCache[charCode] = new PIXI.Texture(texture, textureRect);
|
||||
|
||||
data.chars[charCode] = {
|
||||
xOffset: parseInt(letters[i].attributes.getNamedItem("xoffset").nodeValue, 10),
|
||||
yOffset: parseInt(letters[i].attributes.getNamedItem("yoffset").nodeValue, 10),
|
||||
xAdvance: parseInt(letters[i].attributes.getNamedItem("xadvance").nodeValue, 10),
|
||||
kerning: {},
|
||||
texture:new PIXI.Texture(texture, textureRect)
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
//parse kernings
|
||||
var kernings = xml.getElementsByTagName("kerning");
|
||||
|
||||
for (i = 0; i < kernings.length; i++)
|
||||
{
|
||||
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
|
||||
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
|
||||
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
|
||||
|
||||
data.chars[second].kerning[first] = amount;
|
||||
}
|
||||
|
||||
PIXI.BitmapText.fonts[data.font] = data;
|
||||
|
||||
}
|
||||
|
||||
};</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:18:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,548 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Class: Parser</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.Parser.html">Parser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.Parser.html">Parser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Class: Parser</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
<span class="ancestors"><a href="Phaser.Loader.html">.Loader</a>.</span>
|
||||
|
||||
Parser
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Parser"><span class="type-signature"></span>new Parser<span class="signature">()</span><span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Phaser.Loader.Parser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Parser.js_.html">loader/Parser.js</a>, <a href="Parser.js_.html#sunlight-1-line-3">line 3</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="bitmapFont"><span class="type-signature"><static> </span>bitmapFont<span class="signature">(xml)</span><span class="type-signature"> → {FrameData}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Parse frame data from an XML file.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>xml</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">object</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>XML data you want to parse.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Parser.js_.html">loader/Parser.js</a>, <a href="Parser.js_.html#sunlight-1-line-14">line 14</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Generated FrameData object.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">FrameData</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:18:43 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,602 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Namespace: Phaser</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Color.html">Color</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Phaser</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Phaser
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Phaser.js.html">Phaser.js</a>, <a href="Phaser.js.html#sunlight-1-line-3">line 3</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Classes</h3>
|
||||
|
||||
<dl>
|
||||
<dt><a href="Phaser.Animation.html">Animation</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.AnimationManager.html">AnimationManager</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.AnimationParser.html">AnimationParser</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Cache.html">Cache</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Camera.html">Camera</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Canvas.html">Canvas</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Circle.html">Circle</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Color.html">Color</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Device.html">Device</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Easing.html">Easing</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Frame.html">Frame</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.FrameData.html">FrameData</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Game.html">Game</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Group.html">Group</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Input.html">Input</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.InputHandler.html">InputHandler</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Key.html">Key</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Keyboard.html">Keyboard</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.LinkedList.html">LinkedList</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Loader.html">Loader</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.LoaderParser.html">LoaderParser</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Math.html">Math</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Mouse.html">Mouse</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.MSPointer.html">MSPointer</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Net.html">Net</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Particles.html">Particles</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Plugin.html">Plugin</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.PluginManager.html">PluginManager</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Point.html">Point</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Pointer.html">Pointer</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.QuadTree.html">QuadTree</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Rectangle.html">Rectangle</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Signal.html">Signal</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Sound.html">Sound</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.SoundManager.html">SoundManager</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Stage.html">Stage</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.StageScaleMode.html">StageScaleMode</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.State.html">State</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.StateManager.html">StateManager</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Time.html">Time</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Touch.html">Touch</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Tween.html">Tween</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.TweenManager.html">TweenManager</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.Utils.html">Utils</a></dt>
|
||||
<dd></dd>
|
||||
|
||||
<dt><a href="Phaser.World.html">World</a></dt>
|
||||
<dd></dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
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|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
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on Thu Oct 03 2013 02:35:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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<br clear="both">
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</div>
|
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<script src="scripts/sunlight.js"></script>
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</body>
|
||||
</html>
|
||||
@@ -1,599 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Class: PluginManager</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
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<![endif]-->
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<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
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<div class="navbar-inner">
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<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.Parser.html">Parser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="PluginManager-Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Class: PluginManager</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
PluginManager
|
||||
</h2>
|
||||
|
||||
<div class="class-description"><p>PPhaser - PluginManager</p></div>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="PluginManager"><span class="type-signature"></span>new PluginManager<span class="signature">(game, parent)</span><span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>game</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>A reference to the currently running game.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>parent</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">Description</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-17">line 17</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Members</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
<h5 class="subsection-title">Properties:</h5>
|
||||
|
||||
<dl>
|
||||
|
||||
<table class="props table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>game</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>A reference to the currently running game.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-22">line 22</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="plugins"><span class="type-signature"></span>plugins<span class="type-signature"></span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
<h5 class="subsection-title">Properties:</h5>
|
||||
|
||||
<dl>
|
||||
|
||||
<table class="props table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>plugins</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">array</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-33">line 33</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Wed Oct 02 2013 13:35:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,300 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Module: PluginManager</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.Parser.html">Parser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="PluginManager-Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Module: PluginManager</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
PluginManager
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-author">Author:</dt>
|
||||
<dd class="tag-author">
|
||||
<ul>
|
||||
<li><a href="mailto:rich@photonstorm.com">Richard Davey</a></li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-copyright">Copyright:</dt>
|
||||
<dd class="tag-copyright"><ul class="dummy"><li>2013 Photon Storm Ltd.</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-license">License:</dt>
|
||||
<dd class="tag-license"><ul class="dummy"><li><a href="https://github.com/photonstorm/phaser/blob/master/license.txt">MIT License</a></li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-1">line 1</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Wed Oct 02 2013 13:35:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,649 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: math/QuadTree.js</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Color.html">Color</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: math/QuadTree.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Javascript QuadTree
|
||||
* @version 1.0
|
||||
* @author Timo Hausmann
|
||||
*
|
||||
* @version 1.2, September 4th 2013
|
||||
* @author Richard Davey
|
||||
* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
|
||||
* it massively to add node indexing, removed lots of temp. var creation and significantly
|
||||
* increased performance as a result.
|
||||
*
|
||||
* Original version at https://github.com/timohausmann/quadtree-js/
|
||||
*/
|
||||
|
||||
/**
|
||||
* @copyright © 2012 Timo Hausmann
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to
|
||||
* permit persons to whom the Software is furnished to do so, subject to
|
||||
* the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be
|
||||
* included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
/**
|
||||
* QuadTree Constructor
|
||||
*
|
||||
* @class Phaser.QuadTree
|
||||
* @classdesc A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
|
||||
* it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result. Original version at https://github.com/timohausmann/quadtree-js/
|
||||
* @constructor
|
||||
* @param {Description} physicsManager - Description.
|
||||
* @param {Description} x - Description.
|
||||
* @param {Description} y - Description.
|
||||
* @param {number} width - The width of your game in game pixels.
|
||||
* @param {number} height - The height of your game in game pixels.
|
||||
* @param {number} maxObjects - Description.
|
||||
* @param {number} maxLevels - Description.
|
||||
* @param {number} level - Description.
|
||||
*/
|
||||
Phaser.QuadTree = function (physicsManager, x, y, width, height, maxObjects, maxLevels, level) {
|
||||
|
||||
this.physicsManager = physicsManager;
|
||||
this.ID = physicsManager.quadTreeID;
|
||||
physicsManager.quadTreeID++;
|
||||
|
||||
this.maxObjects = maxObjects || 10;
|
||||
this.maxLevels = maxLevels || 4;
|
||||
this.level = level || 0;
|
||||
|
||||
this.bounds = {
|
||||
x: Math.round(x),
|
||||
y: Math.round(y),
|
||||
width: width,
|
||||
height: height,
|
||||
subWidth: Math.floor(width / 2),
|
||||
subHeight: Math.floor(height / 2),
|
||||
right: Math.round(x) + Math.floor(width / 2),
|
||||
bottom: Math.round(y) + Math.floor(height / 2)
|
||||
};
|
||||
|
||||
this.objects = [];
|
||||
this.nodes = [];
|
||||
|
||||
};
|
||||
|
||||
Phaser.QuadTree.prototype = {
|
||||
|
||||
/*
|
||||
* Split the node into 4 subnodes
|
||||
*
|
||||
* @method Phaser.QuadTree#split
|
||||
*/
|
||||
split: function() {
|
||||
|
||||
this.level++;
|
||||
|
||||
// top right node
|
||||
this.nodes[0] = new Phaser.QuadTree(this.physicsManager, this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
|
||||
|
||||
// top left node
|
||||
this.nodes[1] = new Phaser.QuadTree(this.physicsManager, this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
|
||||
|
||||
// bottom left node
|
||||
this.nodes[2] = new Phaser.QuadTree(this.physicsManager, this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
|
||||
|
||||
// bottom right node
|
||||
this.nodes[3] = new Phaser.QuadTree(this.physicsManager, this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
|
||||
|
||||
},
|
||||
|
||||
/*
|
||||
* Insert the object into the node. If the node
|
||||
* exceeds the capacity, it will split and add all
|
||||
* objects to their corresponding subnodes.
|
||||
*
|
||||
* @method Phaser.QuadTree#insert
|
||||
* @param {object} body - Description.
|
||||
*/
|
||||
insert: function (body) {
|
||||
|
||||
var i = 0;
|
||||
var index;
|
||||
|
||||
// if we have subnodes ...
|
||||
if (this.nodes[0] != null)
|
||||
{
|
||||
index = this.getIndex(body);
|
||||
|
||||
if (index !== -1)
|
||||
{
|
||||
this.nodes[index].insert(body);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.objects.push(body);
|
||||
|
||||
if (this.objects.length > this.maxObjects && this.level < this.maxLevels)
|
||||
{
|
||||
// Split if we don't already have subnodes
|
||||
if (this.nodes[0] == null)
|
||||
{
|
||||
this.split();
|
||||
}
|
||||
|
||||
// Add objects to subnodes
|
||||
while (i < this.objects.length)
|
||||
{
|
||||
index = this.getIndex(this.objects[i]);
|
||||
|
||||
if (index !== -1)
|
||||
{
|
||||
// this is expensive - see what we can do about it
|
||||
this.nodes[index].insert(this.objects.splice(i, 1)[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/*
|
||||
* Determine which node the object belongs to.
|
||||
*
|
||||
* @method Phaser.QuadTree#getIndex
|
||||
* @param {object} rect - Description.
|
||||
* @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
|
||||
*/
|
||||
getIndex: function (rect) {
|
||||
|
||||
// default is that rect doesn't fit, i.e. it straddles the internal quadrants
|
||||
var index = -1;
|
||||
|
||||
if (rect.x < this.bounds.right && rect.right < this.bounds.right)
|
||||
{
|
||||
if ((rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom))
|
||||
{
|
||||
// rect fits within the top-left quadrant of this quadtree
|
||||
index = 1;
|
||||
}
|
||||
else if ((rect.y > this.bounds.bottom))
|
||||
{
|
||||
// rect fits within the bottom-left quadrant of this quadtree
|
||||
index = 2;
|
||||
}
|
||||
}
|
||||
else if (rect.x > this.bounds.right)
|
||||
{
|
||||
// rect can completely fit within the right quadrants
|
||||
if ((rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom))
|
||||
{
|
||||
// rect fits within the top-right quadrant of this quadtree
|
||||
index = 0;
|
||||
}
|
||||
else if ((rect.y > this.bounds.bottom))
|
||||
{
|
||||
// rect fits within the bottom-right quadrant of this quadtree
|
||||
index = 3;
|
||||
}
|
||||
}
|
||||
|
||||
return index;
|
||||
|
||||
},
|
||||
|
||||
/*
|
||||
* Return all objects that could collide with the given object.
|
||||
*
|
||||
* @method Phaser.QuadTree#retrieve
|
||||
* @param {object} rect - Description.
|
||||
* @Return {array} - Array with all detected objects.
|
||||
*/
|
||||
retrieve: function (sprite) {
|
||||
|
||||
var returnObjects = this.objects;
|
||||
|
||||
sprite.body.quadTreeIndex = this.getIndex(sprite.body);
|
||||
|
||||
// Temp store for the node IDs this sprite is in, we can use this for fast elimination later
|
||||
sprite.body.quadTreeIDs.push(this.ID);
|
||||
|
||||
if (this.nodes[0])
|
||||
{
|
||||
// if rect fits into a subnode ..
|
||||
if (sprite.body.quadTreeIndex !== -1)
|
||||
{
|
||||
returnObjects = returnObjects.concat(this.nodes[sprite.body.quadTreeIndex].retrieve(sprite));
|
||||
}
|
||||
else
|
||||
{
|
||||
// if rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
|
||||
returnObjects = returnObjects.concat(this.nodes[0].retrieve(sprite));
|
||||
returnObjects = returnObjects.concat(this.nodes[1].retrieve(sprite));
|
||||
returnObjects = returnObjects.concat(this.nodes[2].retrieve(sprite));
|
||||
returnObjects = returnObjects.concat(this.nodes[3].retrieve(sprite));
|
||||
}
|
||||
}
|
||||
|
||||
return returnObjects;
|
||||
|
||||
},
|
||||
|
||||
/*
|
||||
* Clear the quadtree.
|
||||
* @method Phaser.QuadTree#clear
|
||||
*/
|
||||
clear: function () {
|
||||
|
||||
this.objects = [];
|
||||
|
||||
for (var i = 0, len = this.nodes.length; i < len; i++)
|
||||
{
|
||||
// if (typeof this.nodes[i] !== 'undefined')
|
||||
if (this.nodes[i])
|
||||
{
|
||||
this.nodes[i].clear();
|
||||
delete this.nodes[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</html>
|
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@@ -1,874 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Namespace: Quadratic</title>
|
||||
|
||||
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<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Quadratic</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Quadratic
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Quadratic easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-37">line 37</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-44">line 44</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>k^2.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-72">line 72</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-58">line 58</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>k* (2-k).</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
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|
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<br />
|
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|
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<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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|
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|
||||
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|
||||
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||||
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<title>Phaser Namespace: Quartic</title>
|
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|
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<a href="SignalBinding.html">SignalBinding</a>
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</div>
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<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Quartic</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Quartic
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Quartic easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-141">line 141</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Quartic ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-148">line 148</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Quartic ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-176">line 176</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Quartic ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-162">line 162</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:57:03 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
</div>
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
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<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
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<script src="scripts/sunlight-plugin.menu.js"></script>
|
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<script src="scripts/jquery.min.js"></script>
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<script src="scripts/jquery.scrollTo.js"></script>
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<script src="scripts/jquery.localScroll.js"></script>
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<script src="scripts/bootstrap-dropdown.js"></script>
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<script src="scripts/toc.js"></script>
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||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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||||
|
||||
<script>
|
||||
$( function () {
|
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$( "#toc" ).toc( {
|
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selectors : "h1,h2,h3,h4",
|
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showAndHide : false,
|
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scrollTo : 60
|
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} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
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} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,874 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Namespace: Quintic</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween-Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Quintic</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Quintic
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Quintic easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-193">line 193</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Quintic ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-200">line 200</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Quintic ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-228">line 228</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Quintic ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-214">line 214</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
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on Thu Oct 03 2013 01:57:03 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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<div id="toc"></div>
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</div>
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<br clear="both">
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||||
</html>
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||||
@@ -1,682 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: core/Signal.js</title>
|
||||
|
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<a href="Phaser.AnimationParser.html">AnimationParser</a>
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<a href="Phaser.Easing.Back.html">Back</a>
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|
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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|
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<a href="Phaser.Easing.Circular.html">Circular</a>
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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||||
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|
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|
||||
<a href="Phaser.Easing.Exponential.html">Exponential</a>
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|
||||
|
||||
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|
||||
<a href="Phaser.Easing.Linear.html">Linear</a>
|
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|
||||
|
||||
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|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
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</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: core/Signal.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class Phaser.Signal
|
||||
* @classdesc A Signal is used for object communication via a custom broadcaster instead of Events.
|
||||
* @author Miller Medeiros http://millermedeiros.github.com/js-signals/
|
||||
* @constructor
|
||||
*/
|
||||
Phaser.Signal = function () {
|
||||
|
||||
/**
|
||||
* @property {Array.<Phaser.SignalBinding>} _bindings - Description.
|
||||
* @private
|
||||
*/
|
||||
this._bindings = [];
|
||||
|
||||
/**
|
||||
* @property {Description} _prevParams - Description.
|
||||
* @private
|
||||
*/
|
||||
this._prevParams = null;
|
||||
|
||||
// enforce dispatch to aways work on same context (#47)
|
||||
var self = this;
|
||||
|
||||
/**
|
||||
* @property {Description} dispatch - Description.
|
||||
*/
|
||||
this.dispatch = function(){
|
||||
Phaser.Signal.prototype.dispatch.apply(self, arguments);
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
Phaser.Signal.prototype = {
|
||||
|
||||
/**
|
||||
* If Signal should keep record of previously dispatched parameters and
|
||||
* automatically execute listener during `add()`/`addOnce()` if Signal was
|
||||
* already dispatched before.
|
||||
* @property {boolean} memorize
|
||||
*/
|
||||
memorize: false,
|
||||
|
||||
/**
|
||||
* @property {boolean} _shouldPropagate
|
||||
* @private
|
||||
*/
|
||||
_shouldPropagate: true,
|
||||
|
||||
/**
|
||||
* If Signal is active and should broadcast events.
|
||||
* <p><strong>IMPORTANT:</strong> Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.</p>
|
||||
* @property {boolean} active
|
||||
* @default
|
||||
*/
|
||||
active: true,
|
||||
|
||||
/**
|
||||
* @method Phaser.Signal#validateListener
|
||||
* @param {function} listener - Signal handler function.
|
||||
* @param {Description} fnName - Description.
|
||||
* @private
|
||||
*/
|
||||
validateListener: function (listener, fnName) {
|
||||
if (typeof listener !== 'function') {
|
||||
throw new Error( 'listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName) );
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* @method Phaser.Signal#_registerListener
|
||||
* @param {function} listener - Signal handler function.
|
||||
* @param {boolean} isOnce - Description.
|
||||
* @param {object} [listenerContext] - Description.
|
||||
* @param {number} [priority] - The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0).
|
||||
* @return {Phaser.SignalBinding} An Object representing the binding between the Signal and listener.
|
||||
* @private
|
||||
*/
|
||||
_registerListener: function (listener, isOnce, listenerContext, priority) {
|
||||
|
||||
var prevIndex = this._indexOfListener(listener, listenerContext),
|
||||
binding;
|
||||
|
||||
if (prevIndex !== -1) {
|
||||
binding = this._bindings[prevIndex];
|
||||
if (binding.isOnce() !== isOnce) {
|
||||
throw new Error('You cannot add'+ (isOnce? '' : 'Once') +'() then add'+ (!isOnce? '' : 'Once') +'() the same listener without removing the relationship first.');
|
||||
}
|
||||
} else {
|
||||
binding = new Phaser.SignalBinding(this, listener, isOnce, listenerContext, priority);
|
||||
this._addBinding(binding);
|
||||
}
|
||||
|
||||
if (this.memorize && this._prevParams){
|
||||
binding.execute(this._prevParams);
|
||||
}
|
||||
|
||||
return binding;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method Phaser.Signal#_addBinding
|
||||
* @param {Phaser.SignalBinding} binding - An Object representing the binding between the Signal and listener.
|
||||
* @private
|
||||
*/
|
||||
_addBinding: function (binding) {
|
||||
//simplified insertion sort
|
||||
var n = this._bindings.length;
|
||||
do { --n; } while (this._bindings[n] && binding._priority <= this._bindings[n]._priority);
|
||||
this._bindings.splice(n + 1, 0, binding);
|
||||
},
|
||||
|
||||
/**
|
||||
* @method Phaser.Signal#_indexOfListener
|
||||
* @param {function} listener - Signal handler function.
|
||||
* @return {number} Description.
|
||||
* @private
|
||||
*/
|
||||
_indexOfListener: function (listener, context) {
|
||||
var n = this._bindings.length,
|
||||
cur;
|
||||
while (n--) {
|
||||
cur = this._bindings[n];
|
||||
if (cur._listener === listener && cur.context === context) {
|
||||
return n;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
},
|
||||
|
||||
/**
|
||||
* Check if listener was attached to Signal.
|
||||
*
|
||||
* @method Phaser.Signal#has
|
||||
* @param {Function} listener - Signal handler function.
|
||||
* @param {Object} [context] - Context on which listener will be executed (object that should represent the `this` variable inside listener function).
|
||||
* @return {boolean} If Signal has the specified listener.
|
||||
*/
|
||||
has: function (listener, context) {
|
||||
return this._indexOfListener(listener, context) !== -1;
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a listener to the signal.
|
||||
*
|
||||
* @method Phaser.Signal#add
|
||||
* @param {function} listener - Signal handler function.
|
||||
* @param {object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function).
|
||||
* @param {number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0).
|
||||
* @return {Phaser.SignalBinding} An Object representing the binding between the Signal and listener.
|
||||
*/
|
||||
add: function (listener, listenerContext, priority) {
|
||||
this.validateListener(listener, 'add');
|
||||
return this._registerListener(listener, false, listenerContext, priority);
|
||||
},
|
||||
|
||||
/**
|
||||
* Add listener to the signal that should be removed after first execution (will be executed only once).
|
||||
*
|
||||
* @method Phaser.Signal#addOnce
|
||||
* @param {function} listener Signal handler function.
|
||||
* @param {object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function).
|
||||
* @param {number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0)
|
||||
* @return {Phaser.SignalBinding} An Object representing the binding between the Signal and listener.
|
||||
*/
|
||||
addOnce: function (listener, listenerContext, priority) {
|
||||
this.validateListener(listener, 'addOnce');
|
||||
return this._registerListener(listener, true, listenerContext, priority);
|
||||
},
|
||||
|
||||
/**
|
||||
* Remove a single listener from the dispatch queue.
|
||||
*
|
||||
* @method Phaser.Signal#remove
|
||||
* @param {function} listener Handler function that should be removed.
|
||||
* @param {object} [context] Execution context (since you can add the same handler multiple times if executing in a different context).
|
||||
* @return {function} Listener handler function.
|
||||
*/
|
||||
remove: function (listener, context) {
|
||||
|
||||
this.validateListener(listener, 'remove');
|
||||
|
||||
var i = this._indexOfListener(listener, context);
|
||||
|
||||
if (i !== -1)
|
||||
{
|
||||
this._bindings[i]._destroy(); //no reason to a Phaser.SignalBinding exist if it isn't attached to a signal
|
||||
this._bindings.splice(i, 1);
|
||||
}
|
||||
|
||||
return listener;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Remove all listeners from the Signal.
|
||||
*
|
||||
* @method Phaser.Signal#removeAll
|
||||
*/
|
||||
removeAll: function () {
|
||||
var n = this._bindings.length;
|
||||
while (n--) {
|
||||
this._bindings[n]._destroy();
|
||||
}
|
||||
this._bindings.length = 0;
|
||||
},
|
||||
|
||||
/**
|
||||
* Gets the total number of listeneres attached to ths Signal.
|
||||
*
|
||||
* @method Phaser.Signal#getNumListeners
|
||||
* @return {number} Number of listeners attached to the Signal.
|
||||
*/
|
||||
getNumListeners: function () {
|
||||
return this._bindings.length;
|
||||
},
|
||||
|
||||
/**
|
||||
* Stop propagation of the event, blocking the dispatch to next listeners on the queue.
|
||||
* <p><strong>IMPORTANT:</strong> should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.</p>
|
||||
* @see Signal.prototype.disable
|
||||
*
|
||||
* @method Phaser.Signal#halt
|
||||
*/
|
||||
halt: function () {
|
||||
this._shouldPropagate = false;
|
||||
},
|
||||
|
||||
/**
|
||||
* Dispatch/Broadcast Signal to all listeners added to the queue.
|
||||
*
|
||||
* @method Phaser.Signal#dispatch
|
||||
* @param {any} [params] - Parameters that should be passed to each handler.
|
||||
*/
|
||||
dispatch: function (params) {
|
||||
if (! this.active) {
|
||||
return;
|
||||
}
|
||||
|
||||
var paramsArr = Array.prototype.slice.call(arguments),
|
||||
n = this._bindings.length,
|
||||
bindings;
|
||||
|
||||
if (this.memorize) {
|
||||
this._prevParams = paramsArr;
|
||||
}
|
||||
|
||||
if (! n) {
|
||||
//should come after memorize
|
||||
return;
|
||||
}
|
||||
|
||||
bindings = this._bindings.slice(); //clone array in case add/remove items during dispatch
|
||||
this._shouldPropagate = true; //in case `halt` was called before dispatch or during the previous dispatch.
|
||||
|
||||
//execute all callbacks until end of the list or until a callback returns `false` or stops propagation
|
||||
//reverse loop since listeners with higher priority will be added at the end of the list
|
||||
do { n--; } while (bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false);
|
||||
},
|
||||
|
||||
/**
|
||||
* Forget memorized arguments.
|
||||
* @see Signal.memorize
|
||||
*
|
||||
* @method Phaser.Signal#forget
|
||||
*/
|
||||
forget: function(){
|
||||
this._prevParams = null;
|
||||
},
|
||||
|
||||
/**
|
||||
* Remove all bindings from signal and destroy any reference to external objects (destroy Signal object).
|
||||
* <p><strong>IMPORTANT:</strong> calling any method on the signal instance after calling dispose will throw errors.</p>
|
||||
*
|
||||
* @method Phaser.Signal#dispose
|
||||
*/
|
||||
dispose: function () {
|
||||
this.removeAll();
|
||||
delete this._bindings;
|
||||
delete this._prevParams;
|
||||
},
|
||||
|
||||
/**
|
||||
*
|
||||
* @method Phaser.Signal#toString
|
||||
* @return {string} String representation of the object.
|
||||
*/
|
||||
toString: function () {
|
||||
return '[Phaser.Signal active:'+ this.active +' numListeners:'+ this.getNumListeners() +']';
|
||||
}
|
||||
|
||||
};
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
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</div>
|
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|
||||
</div>
|
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|
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<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Namespace: Sinusoidal</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Sinusoidal
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Sinusoidal easing.</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-245">line 245</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 class="subsection-title">Methods</h3>
|
||||
|
||||
<dl>
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="In"><span class="type-signature"><static> </span>In<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Sinusoidal ease-in.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-252">line 252</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="InOut"><span class="type-signature"><static> </span>InOut<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Sinusoidal ease-in/out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-280">line 280</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt>
|
||||
<h4 class="name" id="Out"><span class="type-signature"><static> </span>Out<span class="signature">(k)</span><span class="type-signature"> → {number}</span></h4>
|
||||
|
||||
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
<div class="description">
|
||||
<p>Sinusoidal ease-out.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Parameters:</h5>
|
||||
|
||||
|
||||
<table class="params table table-striped">
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
<th>Name</th>
|
||||
|
||||
|
||||
<th>Type</th>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<th class="last">Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
|
||||
<tbody>
|
||||
|
||||
|
||||
<tr>
|
||||
|
||||
<td class="name"><code>k</code></td>
|
||||
|
||||
|
||||
<td class="type">
|
||||
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
|
||||
</td>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<td class="description last"><p>Description.</p></td>
|
||||
</tr>
|
||||
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-266">line 266</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h5>Returns:</h5>
|
||||
|
||||
|
||||
<div class="param-desc">
|
||||
<p>Description.</p>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
<dl>
|
||||
<dt>
|
||||
Type
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<span class="param-type">number</span>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 01:57:03 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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|
||||
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||||
@@ -1,650 +0,0 @@
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
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|
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|
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|
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|
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|
||||
|
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|
||||
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||||
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||||
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|
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||||
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|
||||
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|
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||||
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|
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|
||||
|
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|
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|
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|
||||
|
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|
||||
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|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Touch.html">Touch</a>
|
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|
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|
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|
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|
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|
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|
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|
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|
||||
|
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
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<ul class="dropdown-menu ">
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|
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|
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</div>
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|
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<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: time/Time.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Time constructor.
|
||||
*
|
||||
* @class Phaser.Time
|
||||
* @classdesc This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game A reference to the currently running game.
|
||||
*/
|
||||
Phaser.Time = function (game) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - Local reference to game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* The time at which the Game instance started.
|
||||
* @property {number} _started
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._started = 0;
|
||||
|
||||
/**
|
||||
* The time (in ms) that the last second counter ticked over.
|
||||
* @property {number} _timeLastSecond
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._timeLastSecond = 0;
|
||||
|
||||
/**
|
||||
* The time the game started being paused.
|
||||
* @property {number} _pauseStarted
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._pauseStarted = 0;
|
||||
|
||||
/**
|
||||
* The elapsed time calculated for the physics motion updates.
|
||||
* @property {number} physicsElapsed
|
||||
* @default
|
||||
*/
|
||||
this.physicsElapsed = 0;
|
||||
|
||||
/**
|
||||
* Game time counter.
|
||||
* @property {number} time
|
||||
* @default
|
||||
*/
|
||||
this.time = 0;
|
||||
|
||||
/**
|
||||
* Records how long the game has been paused for. Is reset each time the game pauses.
|
||||
* @property {number} pausedTime
|
||||
* @default
|
||||
*/
|
||||
this.pausedTime = 0;
|
||||
|
||||
/**
|
||||
* The time right now.
|
||||
* @property {number} now
|
||||
* @default
|
||||
*/
|
||||
this.now = 0;
|
||||
|
||||
/**
|
||||
* Elapsed time since the last frame.
|
||||
* @property {number} elapsed
|
||||
* @default
|
||||
*/
|
||||
this.elapsed = 0;
|
||||
|
||||
/**
|
||||
* Frames per second.
|
||||
* @property {number} fps
|
||||
* @default
|
||||
*/
|
||||
this.fps = 0;
|
||||
|
||||
/**
|
||||
* The lowest rate the fps has dropped to.
|
||||
* @property {number} fpsMin
|
||||
* @default
|
||||
*/
|
||||
this.fpsMin = 1000;
|
||||
|
||||
/**
|
||||
* The highest rate the fps has reached (usually no higher than 60fps).
|
||||
* @property {number} fpsMax
|
||||
* @default
|
||||
*/
|
||||
this.fpsMax = 0;
|
||||
|
||||
/**
|
||||
* The minimum amount of time the game has taken between two frames.
|
||||
* @property {number} msMin
|
||||
* @default
|
||||
*/
|
||||
this.msMin = 1000;
|
||||
|
||||
/**
|
||||
* The maximum amount of time the game has taken between two frames.
|
||||
* @property {number} msMax
|
||||
* @default
|
||||
*/
|
||||
this.msMax = 0;
|
||||
|
||||
/**
|
||||
* The number of frames record in the last second.
|
||||
* @property {number} frames
|
||||
* @default
|
||||
*/
|
||||
this.frames = 0;
|
||||
|
||||
/**
|
||||
* Records how long the game was paused for in miliseconds.
|
||||
* @property {number} pauseDuration
|
||||
* @default
|
||||
*/
|
||||
this.pauseDuration = 0;
|
||||
|
||||
/**
|
||||
* The value that setTimeout needs to work out when to next update
|
||||
* @property {number} timeToCall
|
||||
* @default
|
||||
*/
|
||||
this.timeToCall = 0;
|
||||
|
||||
/**
|
||||
* Internal value used by timeToCall as part of the setTimeout loop
|
||||
* @property {number} lastTime
|
||||
* @default
|
||||
*/
|
||||
this.lastTime = 0;
|
||||
|
||||
// Listen for game pause/resume events
|
||||
this.game.onPause.add(this.gamePaused, this);
|
||||
this.game.onResume.add(this.gameResumed, this);
|
||||
|
||||
/**
|
||||
* Description.
|
||||
* @property {boolean} _justResumed
|
||||
* @default
|
||||
*/
|
||||
this._justResumed = false;
|
||||
|
||||
};
|
||||
|
||||
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
|
||||
* @param {number} time - The current timestamp, either performance.now or Date.now depending on the browser.
|
||||
*/
|
||||
update: function (time) {
|
||||
|
||||
this.now = time;
|
||||
|
||||
if (this._justResumed)
|
||||
{
|
||||
this.time = this.now;
|
||||
this._justResumed = false;
|
||||
}
|
||||
|
||||
this.timeToCall = this.game.math.max(0, 16 - (time - this.lastTime));
|
||||
|
||||
this.elapsed = this.now - this.time;
|
||||
|
||||
this.msMin = this.game.math.min(this.msMin, this.elapsed);
|
||||
this.msMax = this.game.math.max(this.msMax, this.elapsed);
|
||||
|
||||
this.frames++;
|
||||
|
||||
if (this.now > this._timeLastSecond + 1000)
|
||||
{
|
||||
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
|
||||
this.fpsMin = this.game.math.min(this.fpsMin, this.fps);
|
||||
this.fpsMax = this.game.math.max(this.fpsMax, this.fps);
|
||||
this._timeLastSecond = this.now;
|
||||
this.frames = 0;
|
||||
}
|
||||
|
||||
this.time = this.now;
|
||||
this.lastTime = time + this.timeToCall;
|
||||
this.physicsElapsed = 1.0 * (this.elapsed / 1000);
|
||||
|
||||
// Paused?
|
||||
if (this.game.paused)
|
||||
{
|
||||
this.pausedTime = this.now - this._pauseStarted;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called when the game enters a paused state.
|
||||
* @method Phaser.Time#gamePaused
|
||||
* @private
|
||||
*/
|
||||
gamePaused: function () {
|
||||
|
||||
this._pauseStarted = this.now;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called when the game resumes from a paused state.
|
||||
* @method Phaser.Time#gameResumed
|
||||
* @private
|
||||
*/
|
||||
gameResumed: function () {
|
||||
|
||||
// Level out the elapsed timer to avoid spikes
|
||||
this.time = Date.now();
|
||||
this.pauseDuration = this.pausedTime;
|
||||
this._justResumed = true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* How long has passed since the given time.
|
||||
* @method Phaser.Time#elapsedSince
|
||||
* @param {number} since - The time you want to measure against.
|
||||
* @return {number} The difference between the given time and now.
|
||||
*/
|
||||
elapsedSince: function (since) {
|
||||
return this.now - since;
|
||||
},
|
||||
|
||||
/**
|
||||
* How long has passed since the given time (in seconds).
|
||||
* @method Phaser.Time#elapsedSecondsSince
|
||||
* @param {number} since - The time you want to measure (in seconds).
|
||||
* @return {number} Duration between given time and now (in seconds).
|
||||
*/
|
||||
elapsedSecondsSince: function (since) {
|
||||
return (this.now - since) * 0.001;
|
||||
},
|
||||
|
||||
/**
|
||||
* Resets the private _started value to now.
|
||||
* @method Phaser.Time#reset
|
||||
*/
|
||||
reset: function () {
|
||||
this._started = this.now;
|
||||
}
|
||||
|
||||
};</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,992 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: tween/Tween.js</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Color.html">Color</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: tween/Tween.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Tween constructor
|
||||
* Create a new <code>Tween</code>.
|
||||
*
|
||||
* @class Phaser.Tween
|
||||
* @constructor
|
||||
* @param {object} object - Target object will be affected by this tween.
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
*/
|
||||
Phaser.Tween = function (object, game) {
|
||||
|
||||
/**
|
||||
* Reference to the target object.
|
||||
* @property {object} _object
|
||||
* @private
|
||||
*/
|
||||
this._object = object;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {object} _manager - Description.
|
||||
* @private
|
||||
*/
|
||||
this._manager = this.game.tweens;
|
||||
|
||||
/**
|
||||
* @property {object} _valuesStart - Description.
|
||||
* @private
|
||||
*/
|
||||
this._valuesStart = {};
|
||||
|
||||
/**
|
||||
* @property {object} _valuesEnd - Description.
|
||||
* @private
|
||||
*/
|
||||
this._valuesEnd = {};
|
||||
|
||||
/**
|
||||
* @property {object} _valuesStartRepeat - Description.
|
||||
* @private
|
||||
*/
|
||||
this._valuesStartRepeat = {};
|
||||
|
||||
/**
|
||||
* @property {number} _duration - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._duration = 1000;
|
||||
|
||||
/**
|
||||
* @property {number} _repeat - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._repeat = 0;
|
||||
|
||||
/**
|
||||
* @property {boolean} _yoyo - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._yoyo = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} _reversed - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._reversed = false;
|
||||
|
||||
/**
|
||||
* @property {number} _delayTime - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._delayTime = 0;
|
||||
|
||||
/**
|
||||
* @property {Description} _startTime - Description.
|
||||
* @private
|
||||
* @default null
|
||||
*/
|
||||
this._startTime = null;
|
||||
|
||||
/**
|
||||
* @property {Description} _easingFunction - Description.
|
||||
* @private
|
||||
*/
|
||||
this._easingFunction = Phaser.Easing.Linear.None;
|
||||
|
||||
/**
|
||||
* @property {Description} _interpolationFunction - Description.
|
||||
* @private
|
||||
*/
|
||||
this._interpolationFunction = Phaser.Math.linearInterpolation;
|
||||
|
||||
/**
|
||||
* @property {Description} _chainedTweens - Description.
|
||||
* @private
|
||||
*/
|
||||
this._chainedTweens = [];
|
||||
|
||||
/**
|
||||
* @property {Description} _onStartCallback - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._onStartCallback = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} _onStartCallbackFired - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._onStartCallbackFired = false;
|
||||
|
||||
/**
|
||||
* @property {Description} _onUpdateCallback - Description.
|
||||
* @private
|
||||
* @default null
|
||||
*/
|
||||
this._onUpdateCallback = null;
|
||||
|
||||
/**
|
||||
* @property {Description} _onCompleteCallback - Description.
|
||||
* @private
|
||||
* @default null
|
||||
*/
|
||||
this._onCompleteCallback = null;
|
||||
|
||||
/**
|
||||
* @property {number} _pausedTime - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._pausedTime = 0;
|
||||
|
||||
/**
|
||||
* @property {boolean} pendingDelete - If this tween is ready to be deleted by the TweenManager.
|
||||
* @default
|
||||
*/
|
||||
this.pendingDelete = false;
|
||||
|
||||
// Set all starting values present on the target object
|
||||
for ( var field in object ) {
|
||||
this._valuesStart[ field ] = parseFloat(object[field], 10);
|
||||
}
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onStart - Description.
|
||||
*/
|
||||
this.onStart = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onComplete - Description.
|
||||
*/
|
||||
this.onComplete = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {boolean} isRunning - Description.
|
||||
* @default
|
||||
*/
|
||||
this.isRunning = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Tween.prototype = {
|
||||
|
||||
/**
|
||||
* Configure the Tween
|
||||
*
|
||||
* @method Phaser.Tween#to
|
||||
* @param {object} properties - Properties you want to tween.
|
||||
* @param {number} duration - Duration of this tween.
|
||||
* @param {function} ease - Easing function.
|
||||
* @param {boolean} autoStart - Whether this tween will start automatically or not.
|
||||
* @param {number} delay - Delay before this tween will start, defaults to 0 (no delay).
|
||||
* @param {boolean} repeat - Should the tween automatically restart once complete? (ignores any chained tweens).
|
||||
* @param {Phaser.Tween} yoyo - Description.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
to: function ( properties, duration, ease, autoStart, delay, repeat, yoyo ) {
|
||||
|
||||
duration = duration || 1000;
|
||||
ease = ease || null;
|
||||
autoStart = autoStart || false;
|
||||
delay = delay || 0;
|
||||
repeat = repeat || 0;
|
||||
yoyo = yoyo || false;
|
||||
|
||||
var self;
|
||||
if (this._parent)
|
||||
{
|
||||
self = this._manager.create(this._object);
|
||||
self._parent = this._parent;
|
||||
this.chain(self);
|
||||
}
|
||||
else
|
||||
{
|
||||
self = this;
|
||||
self._parent = self;
|
||||
}
|
||||
|
||||
self._repeat = repeat;
|
||||
self._duration = duration;
|
||||
self._valuesEnd = properties;
|
||||
|
||||
if (ease !== null)
|
||||
{
|
||||
self._easingFunction = ease;
|
||||
}
|
||||
|
||||
if (delay > 0)
|
||||
{
|
||||
self._delayTime = delay;
|
||||
}
|
||||
|
||||
self._yoyo = yoyo;
|
||||
|
||||
if (autoStart) {
|
||||
return self.start();
|
||||
} else {
|
||||
return self;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Starts the tween running. Can also be called by the autoStart parameter of Tween.to.
|
||||
*
|
||||
* @method Phaser.Tween#start
|
||||
* @param {number} time - Description.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
start: function ( time ) {
|
||||
|
||||
if (this.game === null || this._object === null) {
|
||||
return;
|
||||
}
|
||||
|
||||
this._manager.add(this);
|
||||
|
||||
this.onStart.dispatch(this._object);
|
||||
|
||||
this.isRunning = true;
|
||||
|
||||
this._onStartCallbackFired = false;
|
||||
|
||||
this._startTime = this.game.time.now + this._delayTime;
|
||||
|
||||
for ( var property in this._valuesEnd ) {
|
||||
|
||||
// check if an Array was provided as property value
|
||||
if ( this._valuesEnd[ property ] instanceof Array ) {
|
||||
|
||||
if ( this._valuesEnd[ property ].length === 0 ) {
|
||||
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
// create a local copy of the Array with the start value at the front
|
||||
this._valuesEnd[ property ] = [ this._object[ property ] ].concat( this._valuesEnd[ property ] );
|
||||
|
||||
}
|
||||
|
||||
this._valuesStart[ property ] = this._object[ property ];
|
||||
|
||||
if ( ( this._valuesStart[ property ] instanceof Array ) === false ) {
|
||||
this._valuesStart[ property ] *= 1.0; // Ensures we're using numbers, not strings
|
||||
}
|
||||
|
||||
this._valuesStartRepeat[ property ] = this._valuesStart[ property ] || 0;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stops the tween if running and removes it from the TweenManager. If there are any onComplete callbacks or events they are not dispatched.
|
||||
*
|
||||
* @method Phaser.Tween#stop
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
stop: function () {
|
||||
|
||||
this._manager.remove(this);
|
||||
this.isRunning = false;
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets a delay time before this tween will start.
|
||||
*
|
||||
* @method Phaser.Tween#delay
|
||||
* @param {number} amount - The amount of the delay in ms.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
delay: function ( amount ) {
|
||||
|
||||
this._delayTime = amount;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the number of times this tween will repeat.
|
||||
*
|
||||
* @method Phaser.Tween#repeat
|
||||
* @param {number} times - How many times to repeat.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
repeat: function ( times ) {
|
||||
|
||||
this._repeat = times;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* A tween that has yoyo set to true will run through from start to finish, then reverse from finish to start.
|
||||
* Used in combination with repeat you can create endless loops.
|
||||
*
|
||||
* @method Phaser.Tween#yoyo
|
||||
* @param {boolean} yoyo - Set to true to yoyo this tween.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
yoyo: function( yoyo ) {
|
||||
|
||||
this._yoyo = yoyo;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Set easing function this tween will use, i.e. Phaser.Easing.Linear.None.
|
||||
*
|
||||
* @method Phaser.Tween#easing
|
||||
* @param {function} easing - The easing function this tween will use, i.e. Phaser.Easing.Linear.None.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
easing: function ( easing ) {
|
||||
|
||||
this._easingFunction = easing;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Set interpolation function the tween will use, by default it uses Phaser.Math.linearInterpolation.
|
||||
*
|
||||
* @method Phaser.Tween#interpolation
|
||||
* @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
interpolation: function ( interpolation ) {
|
||||
|
||||
this._interpolationFunction = interpolation;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* You can chain tweens together by passing a reference to the chain function. This enables one tween to call another on completion.
|
||||
* You can pass as many tweens as you like to this function, they will each be chained in sequence.
|
||||
*
|
||||
* @method Phaser.Tween#chain
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
chain: function () {
|
||||
|
||||
this._chainedTweens = arguments;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Loop a chain of tweens
|
||||
*
|
||||
* Usage:
|
||||
* game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Linear.None, true)
|
||||
* .to({ y: 300 }, 1000, Phaser.Easing.Linear.None)
|
||||
* .to({ x: 0 }, 1000, Phaser.Easing.Linear.None)
|
||||
* .to({ y: 0 }, 1000, Phaser.Easing.Linear.None)
|
||||
* .loop();
|
||||
* @method Phaser.Tween#loop
|
||||
* @return {Tween} Itself.
|
||||
*/
|
||||
loop: function() {
|
||||
|
||||
if (this._parent) this.chain(this._parent);
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets a callback to be fired when the tween starts. Note: callback will be called in the context of the global scope.
|
||||
*
|
||||
* @method Phaser.Tween#onStartCallback
|
||||
* @param {function} callback - The callback to invoke on start.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
onStartCallback: function ( callback ) {
|
||||
|
||||
this._onStartCallback = callback;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets a callback to be fired each time this tween updates. Note: callback will be called in the context of the global scope.
|
||||
*
|
||||
* @method Phaser.Tween#onUpdateCallback
|
||||
* @param {function} callback - The callback to invoke each time this tween is updated.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
onUpdateCallback: function ( callback ) {
|
||||
|
||||
this._onUpdateCallback = callback;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets a callback to be fired when the tween completes. Note: callback will be called in the context of the global scope.
|
||||
*
|
||||
* @method Phaser.Tween#onCompleteCallback
|
||||
* @param {function} callback - The callback to invoke on completion.
|
||||
* @return {Phaser.Tween} Itself.
|
||||
*/
|
||||
onCompleteCallback: function ( callback ) {
|
||||
|
||||
this._onCompleteCallback = callback;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses the tween.
|
||||
*
|
||||
* @method Phaser.Tween#pause
|
||||
*/
|
||||
pause: function () {
|
||||
this._paused = true;
|
||||
},
|
||||
|
||||
/**
|
||||
* Resumes a paused tween.
|
||||
*
|
||||
* @method Phaser.Tween#resume
|
||||
*/
|
||||
resume: function () {
|
||||
this._paused = false;
|
||||
this._startTime += this.game.time.pauseDuration;
|
||||
},
|
||||
|
||||
/**
|
||||
* Core tween update function called by the TweenManager. Does not need to be invoked directly.
|
||||
*
|
||||
* @method Phaser.Tween#update
|
||||
* @param {number} time - A timestamp passed in by the TweenManager.
|
||||
* @return {boolean} false if the tween has completed and should be deleted from the manager, otherwise true (still active).
|
||||
*/
|
||||
update: function ( time ) {
|
||||
|
||||
if (this.pendingDelete)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this._paused || time < this._startTime) {
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
var property;
|
||||
|
||||
if ( time < this._startTime ) {
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
if ( this._onStartCallbackFired === false ) {
|
||||
|
||||
if ( this._onStartCallback !== null ) {
|
||||
|
||||
this._onStartCallback.call( this._object );
|
||||
|
||||
}
|
||||
|
||||
this._onStartCallbackFired = true;
|
||||
|
||||
}
|
||||
|
||||
var elapsed = ( time - this._startTime ) / this._duration;
|
||||
elapsed = elapsed > 1 ? 1 : elapsed;
|
||||
|
||||
var value = this._easingFunction( elapsed );
|
||||
|
||||
for ( property in this._valuesEnd ) {
|
||||
|
||||
var start = this._valuesStart[ property ] || 0;
|
||||
var end = this._valuesEnd[ property ];
|
||||
|
||||
if ( end instanceof Array ) {
|
||||
|
||||
this._object[ property ] = this._interpolationFunction( end, value );
|
||||
|
||||
} else {
|
||||
|
||||
// Parses relative end values with start as base (e.g.: +10, -3)
|
||||
if ( typeof(end) === "string" ) {
|
||||
end = start + parseFloat(end, 10);
|
||||
}
|
||||
|
||||
// protect against non numeric properties.
|
||||
if ( typeof(end) === "number" ) {
|
||||
this._object[ property ] = start + ( end - start ) * value;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( this._onUpdateCallback !== null ) {
|
||||
|
||||
this._onUpdateCallback.call( this._object, value );
|
||||
|
||||
}
|
||||
|
||||
if ( elapsed == 1 ) {
|
||||
|
||||
if ( this._repeat > 0 ) {
|
||||
|
||||
if ( isFinite( this._repeat ) ) {
|
||||
this._repeat--;
|
||||
}
|
||||
|
||||
// reassign starting values, restart by making startTime = now
|
||||
for ( property in this._valuesStartRepeat ) {
|
||||
|
||||
if ( typeof( this._valuesEnd[ property ] ) === "string" ) {
|
||||
this._valuesStartRepeat[ property ] = this._valuesStartRepeat[ property ] + parseFloat(this._valuesEnd[ property ], 10);
|
||||
}
|
||||
|
||||
if (this._yoyo) {
|
||||
var tmp = this._valuesStartRepeat[ property ];
|
||||
this._valuesStartRepeat[ property ] = this._valuesEnd[ property ];
|
||||
this._valuesEnd[ property ] = tmp;
|
||||
this._reversed = !this._reversed;
|
||||
}
|
||||
this._valuesStart[ property ] = this._valuesStartRepeat[ property ];
|
||||
|
||||
}
|
||||
|
||||
this._startTime = time + this._delayTime;
|
||||
|
||||
this.onComplete.dispatch(this._object);
|
||||
|
||||
if ( this._onCompleteCallback !== null ) {
|
||||
this._onCompleteCallback.call( this._object );
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
} else {
|
||||
|
||||
this.onComplete.dispatch(this._object);
|
||||
|
||||
if ( this._onCompleteCallback !== null ) {
|
||||
this._onCompleteCallback.call( this._object );
|
||||
}
|
||||
|
||||
for ( var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i ++ ) {
|
||||
|
||||
this._chainedTweens[ i ].start( time );
|
||||
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
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|
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|
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
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|
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<br />
|
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|
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<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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<a href="Phaser.Mouse.html">Mouse</a>
|
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</li>
|
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|
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|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
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|
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|
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<a href="Phaser.Net.html">Net</a>
|
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<a href="Phaser.Particles.html">Particles</a>
|
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</li>
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|
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<li>
|
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
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</li>
|
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|
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<li>
|
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<a href="Phaser.Plugin.html">Plugin</a>
|
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</li>
|
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|
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|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
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</li>
|
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|
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<a href="Phaser.Point.html">Point</a>
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Sound.html">Sound</a>
|
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|
||||
|
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|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
|
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|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
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|
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|
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|
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|
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|
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<ul class="dropdown-menu ">
|
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|
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<li>
|
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<a href="global.html#bind">bind</a>
|
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|
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|
||||
<li>
|
||||
<a href="global.html#extend">extend</a>
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Module: Utils</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
|
||||
|
||||
Utils
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
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|
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|
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|
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|
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|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-author">Author:</dt>
|
||||
<dd class="tag-author">
|
||||
<ul>
|
||||
<li><a href="mailto:rich@photonstorm.com">Richard Davey</a></li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-copyright">Copyright:</dt>
|
||||
<dd class="tag-copyright"><ul class="dummy"><li>2013 Photon Storm Ltd.</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-license">License:</dt>
|
||||
<dd class="tag-license"><ul class="dummy"><li><a href="https://github.com/photonstorm/phaser/blob/master/license.txt">MIT License</a></li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Utils.js.html">utils/Utils.js</a>, <a href="Utils.js.html#sunlight-1-line-1">line 1</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
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|
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|
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|
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|
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</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
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|
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</section>
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<footer>
|
||||
|
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|
||||
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|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
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|
||||
|
||||
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|
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|
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|
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||||
|
||||
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|
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||||
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|
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<a href="Phaser.Utils.html">Utils</a>
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li>
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</div>
|
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</div>
|
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|
||||
<div class="row-fluid">
|
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|
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|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: utils/Utils.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class Phaser.Utils
|
||||
* @static
|
||||
*/
|
||||
Phaser.Utils = {
|
||||
|
||||
/**
|
||||
* Javascript string pad http://www.webtoolkit.info/.
|
||||
* pad = the string to pad it out with (defaults to a space)<br>
|
||||
* dir = 1 (left), 2 (right), 3 (both)
|
||||
* @method Phaser.Utils.pad
|
||||
* @param {string} str - The target string.
|
||||
* @param {number} len - Description.
|
||||
* @param {number} pad - the string to pad it out with (defaults to a space).
|
||||
* @param {number} [dir=3] the direction dir = 1 (left), 2 (right), 3 (both).
|
||||
* @return {string}
|
||||
*/
|
||||
pad: function (str, len, pad, dir) {
|
||||
|
||||
if (typeof(len) == "undefined") { var len = 0; }
|
||||
if (typeof(pad) == "undefined") { var pad = ' '; }
|
||||
if (typeof(dir) == "undefined") { var dir = 3; }
|
||||
|
||||
if (len + 1 >= str.length)
|
||||
{
|
||||
switch (dir)
|
||||
{
|
||||
case 1:
|
||||
str = Array(len + 1 - str.length).join(pad) + str;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
var right = Math.ceil((padlen = len - str.length) / 2);
|
||||
var left = padlen - right;
|
||||
str = Array(left+1).join(pad) + str + Array(right+1).join(pad);
|
||||
break;
|
||||
|
||||
default:
|
||||
str = str + Array(len + 1 - str.length).join(pad);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return str;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* This is a slightly modified version of jQuery.isPlainObject. A plain object is an object whose internal class property is [object Object].
|
||||
* @method Phaser.Utils.isPlainObject
|
||||
* @param {object} obj - The object to inspect.
|
||||
* @return {boolean} - true if the object is plain, otherwise false.
|
||||
*/
|
||||
isPlainObject: function (obj) {
|
||||
|
||||
// Not plain objects:
|
||||
// - Any object or value whose internal [[Class]] property is not "[object Object]"
|
||||
// - DOM nodes
|
||||
// - window
|
||||
if (typeof(obj) !== "object" || obj.nodeType || obj === obj.window)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Support: Firefox <20
|
||||
// The try/catch suppresses exceptions thrown when attempting to access
|
||||
// the "constructor" property of certain host objects, ie. |window.location|
|
||||
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
|
||||
try {
|
||||
if (obj.constructor && !hasOwn.call(obj.constructor.prototype, "isPrototypeOf"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
} catch (e) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// If the function hasn't returned already, we're confident that
|
||||
// |obj| is a plain object, created by {} or constructed with new Object
|
||||
return true;
|
||||
},
|
||||
|
||||
|
||||
// deep, target, objects to copy to the target object
|
||||
// This is a slightly modified version of {@link http://api.jquery.com/jQuery.extend/|jQuery.extend}
|
||||
// deep (boolean)
|
||||
// target (object to add to)
|
||||
// objects ... (objects to recurse and copy from)
|
||||
|
||||
/**
|
||||
* This is a slightly modified version of http://api.jquery.com/jQuery.extend/
|
||||
* @method Phaser.Utils.extend
|
||||
* @return {object} The extended object.
|
||||
*/
|
||||
extend: function () {
|
||||
|
||||
var options, name, src, copy, copyIsArray, clone,
|
||||
target = arguments[0] || {},
|
||||
i = 1,
|
||||
length = arguments.length,
|
||||
deep = false;
|
||||
|
||||
// Handle a deep copy situation
|
||||
if (typeof target === "boolean")
|
||||
{
|
||||
deep = target;
|
||||
target = arguments[1] || {};
|
||||
// skip the boolean and the target
|
||||
i = 2;
|
||||
}
|
||||
|
||||
// extend Phaser if only one argument is passed
|
||||
if (length === i)
|
||||
{
|
||||
target = this;
|
||||
--i;
|
||||
}
|
||||
|
||||
for ( ; i < length; i++ )
|
||||
{
|
||||
// Only deal with non-null/undefined values
|
||||
if ((options = arguments[i]) != null)
|
||||
{
|
||||
// Extend the base object
|
||||
for (name in options)
|
||||
{
|
||||
src = target[name];
|
||||
copy = options[name];
|
||||
|
||||
// Prevent never-ending loop
|
||||
if (target === copy)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Recurse if we're merging plain objects or arrays
|
||||
if (deep && copy && (Phaser.Utils.isPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
|
||||
{
|
||||
if (copyIsArray)
|
||||
{
|
||||
copyIsArray = false;
|
||||
clone = src && Array.isArray(src) ? src : [];
|
||||
}
|
||||
else
|
||||
{
|
||||
clone = src && Phaser.Utils.isPlainObject(src) ? src : {};
|
||||
}
|
||||
|
||||
// Never move original objects, clone them
|
||||
target[name] = Phaser.Utils.extend(deep, clone, copy);
|
||||
|
||||
// Don't bring in undefined values
|
||||
}
|
||||
else if (copy !== undefined)
|
||||
{
|
||||
target[name] = copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Return the modified object
|
||||
return target;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Global functions that PIXI needs
|
||||
|
||||
/**
|
||||
* Converts a hex color number to an [R, G, B] array
|
||||
*
|
||||
* @param {number} hex
|
||||
* @return {array}
|
||||
*/
|
||||
function HEXtoRGB(hex) {
|
||||
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
||||
}
|
||||
|
||||
/**
|
||||
* A polyfill for Function.prototype.bind
|
||||
*/
|
||||
if (typeof Function.prototype.bind != 'function') {
|
||||
Function.prototype.bind = (function () {
|
||||
var slice = Array.prototype.slice;
|
||||
return function (thisArg) {
|
||||
var target = this, boundArgs = slice.call(arguments, 1);
|
||||
|
||||
if (typeof target != 'function') throw new TypeError();
|
||||
|
||||
function bound() {
|
||||
var args = boundArgs.concat(slice.call(arguments));
|
||||
target.apply(this instanceof bound ? this : thisArg, args);
|
||||
}
|
||||
|
||||
bound.prototype = (function F(proto) {
|
||||
proto && (F.prototype = proto);
|
||||
if (!(this instanceof F)) return new F;
|
||||
})(target.prototype);
|
||||
|
||||
return bound;
|
||||
};
|
||||
})();
|
||||
}
|
||||
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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|
||||
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|
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||||
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||||
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|
||||
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|
||||
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||||
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|
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|
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||||
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|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
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</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
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||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
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||||
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|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
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|
||||
<a href="Phaser.Tween.html">Tween</a>
|
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||||
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|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
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|
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|
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<a href="Phaser.Utils.html">Utils</a>
|
||||
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|
||||
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||||
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|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
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</ul>
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li>
|
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
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</li>
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|
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</ul>
|
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|
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</div>
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<div id="main">
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<span class="page-title">Index</span>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Index</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
src/Intro.js
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
<div class="description"><p>Phaser - <a href="http://www.phaser.io">http://www.phaser.io</a></p>
|
||||
<p>v{version} - Built at: {buildDate}</p>
|
||||
<p>By Richard Davey <a href="http://www.photonstorm.com">http://www.photonstorm.com</a> @photonstorm</p>
|
||||
<p>A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
|
||||
constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).</p>
|
||||
<p>Phaser uses Pixi.js for rendering, created by Mat Groves <a href="http://matgroves.com/">http://matgroves.com/</a> @Doormat23.</p>
|
||||
<p>Follow Phaser development progress at <a href="http://www.photonstorm.com">http://www.photonstorm.com</a></p>
|
||||
<p>Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
|
||||
and my love of game development originate.</p>
|
||||
<p>"If you want your children to be intelligent, read them fairy tales."
|
||||
"If you want them to be more intelligent, read them more fairy tales."
|
||||
-- Albert Einstein</p></div>
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Intro.js.html">Intro.js</a>, <a href="Intro.js.html#sunlight-1-line-3">line 3</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
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on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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|
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</footer>
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|
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|
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|
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|
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|
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|
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|
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|
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
|
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|
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$( "#toc" ).toc( {
|
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scrollTo : 60
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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|
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|
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|
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|
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</body>
|
||||
</html>
|
||||
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|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
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|
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<meta charset="utf-8">
|
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<title>Phaser Module: Phaser</title>
|
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|
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<!--[if lt IE 9]>
|
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<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
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|
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|
||||
<li class="dropdown">
|
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<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
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|
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|
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|
||||
|
||||
<li>
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
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class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
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|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Module: Phaser</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Phaser
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="Phaser.js.html">Phaser.js</a>, <a href="Phaser.js.html#sunlight-1-line-3">line 3</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
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on Thu Oct 03 2013 01:47:48 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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<div class="span3">
|
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<div id="toc"></div>
|
||||
</div>
|
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|
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<br clear="both">
|
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</div>
|
||||
|
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</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
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<script src="scripts/sunlight.javascript.js"></script>
|
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<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
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|
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
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|
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<script>
|
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$( function () {
|
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$( "#toc" ).toc( {
|
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selectors : "h1,h2,h3,h4",
|
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showAndHide : false,
|
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scrollTo : 60
|
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} );
|
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
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|
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} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,458 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Module: Tween</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
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|
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</head>
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|
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<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="module-Tween-Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Frame.html">Frame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
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|
||||
|
||||
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|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
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|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
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|
||||
|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
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|
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|
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|
||||
|
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<div class="span8">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Module: Tween</h1>
|
||||
<section>
|
||||
|
||||
<header>
|
||||
<h2>
|
||||
Tween
|
||||
</h2>
|
||||
|
||||
</header>
|
||||
|
||||
<article>
|
||||
<div class="container-overview">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dl class="details">
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-author">Author:</dt>
|
||||
<dd class="tag-author">
|
||||
<ul>
|
||||
<li><a href="mailto:rich@photonstorm.com">Richard Davey</a></li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-copyright">Copyright:</dt>
|
||||
<dd class="tag-copyright"><ul class="dummy"><li>2013 Photon Storm Ltd.</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
<dt class="tag-license">License:</dt>
|
||||
<dd class="tag-license"><ul class="dummy"><li><a href="https://github.com/photonstorm/phaser/blob/master/license.txt">MIT License</a></li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<dt class="tag-source">Source:</dt>
|
||||
<dd class="tag-source"><ul class="dummy"><li>
|
||||
<a href="TweenManager.js.html">tween/TweenManager.js</a>, <a href="TweenManager.js.html#sunlight-1-line-1">line 1</a>
|
||||
</li></ul></dd>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</article>
|
||||
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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|
||||
</footer>
|
||||
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|
||||
|
||||
|
||||
<div class="span3">
|
||||
<div id="toc"></div>
|
||||
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|
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<br clear="both">
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|
||||
/* punctuation */
|
||||
.pun {
|
||||
color: #000000;
|
||||
font-weight: bold;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* lisp open bracket */
|
||||
.opn {
|
||||
color: #000000;
|
||||
font-weight: bold;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* lisp close bracket */
|
||||
.clo {
|
||||
color: #000000;
|
||||
font-weight: bold;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* a markup tag name */
|
||||
.tag {
|
||||
color: #006400;
|
||||
font-weight: normal;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* a markup attribute name */
|
||||
.atn {
|
||||
color: #006400;
|
||||
font-weight: normal;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* a markup attribute value */
|
||||
.atv {
|
||||
color: #006400;
|
||||
font-weight: normal;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* a declaration */
|
||||
.dec {
|
||||
color: #000000;
|
||||
font-weight: bold;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* a variable name */
|
||||
.var {
|
||||
color: #000000;
|
||||
font-weight: normal;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* a function name */
|
||||
.fun {
|
||||
color: #000000;
|
||||
font-weight: bold;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
/* Specify class=linenums on a pre to get line numbering */
|
||||
ol.linenums {
|
||||
margin-top: 0;
|
||||
margin-bottom: 0;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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Load Diff
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Load Diff
File diff suppressed because it is too large
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Load Diff
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Load Diff
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Load Diff
@@ -1,47 +0,0 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser
|
||||
*/
|
||||
|
||||
/**
|
||||
* The class constructor
|
||||
*
|
||||
* @class Name
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game A reference to the currently running game.
|
||||
*/
|
||||
|
||||
/**
|
||||
* A reference to the currently running Game.
|
||||
* @property game
|
||||
* @type {Phaser.Game}
|
||||
*/
|
||||
public game: Phaser.Game;
|
||||
|
||||
/**
|
||||
* My method description. Like other pieces of your comment blocks,
|
||||
* this can span multiple lines.
|
||||
*
|
||||
* @method methodName
|
||||
* @param {String} foo Argument 1
|
||||
* @param {Object} config A config object
|
||||
* @param {String} config.name The name on the config object
|
||||
* @param {Function} config.callback A callback function on the config object
|
||||
* @param {Boolean} [extra=false] Do extra, optional work
|
||||
* @return {Boolean} Returns true on success
|
||||
*/
|
||||
|
||||
/**
|
||||
* Property description.
|
||||
*
|
||||
* @property propertyName
|
||||
* @public @private
|
||||
* @type {Object}
|
||||
* @default "foo"
|
||||
*/
|
||||
|
||||
@param {Type} Name Description
|
||||
Object, Array, String, Boolean, Number, Mixed, MyType
|
||||
|
||||
@@ -1,80 +0,0 @@
|
||||
module.exports = function (grunt) {
|
||||
grunt.loadNpmTasks('grunt-typescript');
|
||||
grunt.loadNpmTasks('grunt-contrib-watch');
|
||||
grunt.loadNpmTasks('grunt-contrib-copy');
|
||||
|
||||
var wrapPhaserInUmd = function(content, isAddon) {
|
||||
var replacement = [
|
||||
'(function (root, factory) {',
|
||||
' if (typeof exports === \'object\') {',
|
||||
' module.exports = factory();',
|
||||
' } else if (typeof define === \'function\' && define.amd) {',
|
||||
' define(factory);',
|
||||
' } else {',
|
||||
' root.Phaser = factory();',
|
||||
' }',
|
||||
'}(this, function () {',
|
||||
content,
|
||||
'return Phaser;',
|
||||
'}));'
|
||||
];
|
||||
return replacement.join('\n');
|
||||
};
|
||||
|
||||
var wrapAddonInUmd = function(content) {
|
||||
var replacement = [
|
||||
'(function (root, factory) {',
|
||||
' if (typeof exports === \'object\') {',
|
||||
' module.exports = factory(require(\'phaser\'));',
|
||||
' } else if (typeof define === \'function\' && define.amd) {',
|
||||
' define([\'phaser\'], factory);',
|
||||
' } else {',
|
||||
' factory(root.Phaser);',
|
||||
' }',
|
||||
'}(this, function (Phaser) {',
|
||||
content,
|
||||
'return Phaser;',
|
||||
'}));'
|
||||
];
|
||||
return replacement.join('\n');
|
||||
};
|
||||
|
||||
grunt.initConfig({
|
||||
pkg: grunt.file.readJSON('package.json'),
|
||||
typescript: {
|
||||
base: {
|
||||
src: ['Phaser/**/*.ts'],
|
||||
dest: 'build/phaser.js',
|
||||
options: {
|
||||
target: 'ES5',
|
||||
declaration: true,
|
||||
comments: true
|
||||
}
|
||||
},
|
||||
},
|
||||
copy: {
|
||||
main: {
|
||||
files: [{
|
||||
src: 'build/phaser.js',
|
||||
dest: 'Tests/phaser.js'
|
||||
}]
|
||||
},
|
||||
mainAmd: {
|
||||
files: [{
|
||||
src: 'build/phaser.js',
|
||||
dest: 'build/phaser.amd.js'
|
||||
}],
|
||||
options: {
|
||||
processContent: wrapPhaserInUmd
|
||||
}
|
||||
},
|
||||
},
|
||||
watch: {
|
||||
files: '**/*.ts',
|
||||
tasks: ['typescript', 'copy']
|
||||
}
|
||||
});
|
||||
|
||||
grunt.registerTask('default', ['typescript', 'copy', 'watch']);
|
||||
|
||||
}
|
||||
+182
@@ -0,0 +1,182 @@
|
||||
module.exports = function (grunt) {
|
||||
|
||||
grunt.loadNpmTasks('grunt-contrib-clean');
|
||||
grunt.loadNpmTasks('grunt-contrib-concat');
|
||||
grunt.loadNpmTasks('grunt-contrib-connect');
|
||||
grunt.loadNpmTasks('grunt-contrib-copy');
|
||||
grunt.loadNpmTasks('grunt-contrib-uglify');
|
||||
grunt.loadTasks('./tasks');
|
||||
|
||||
grunt.initConfig({
|
||||
compile_dir: 'dist',
|
||||
src: {
|
||||
phaser: [
|
||||
'src/Intro.js',
|
||||
'src/pixi/Pixi.js',
|
||||
'src/Phaser.js',
|
||||
'src/utils/Utils.js',
|
||||
'src/pixi/core/Matrix.js',
|
||||
'src/pixi/core/Point.js',
|
||||
'src/pixi/core/Rectangle.js',
|
||||
'src/pixi/core/Polygon.js',
|
||||
'src/pixi/display/DisplayObject.js',
|
||||
'src/pixi/display/DisplayObjectContainer.js',
|
||||
'src/pixi/display/Sprite.js',
|
||||
'src/pixi/display/Stage.js',
|
||||
'src/pixi/extras/CustomRenderable.js',
|
||||
'src/pixi/extras/Strip.js',
|
||||
'src/pixi/extras/Rope.js',
|
||||
'src/pixi/extras/TilingSprite.js',
|
||||
'src/pixi/filters/AbstractFilter.js',
|
||||
'src/pixi/filters/FilterBlock.js',
|
||||
'src/pixi/primitives/Graphics.js',
|
||||
'src/pixi/renderers/canvas/CanvasGraphics.js',
|
||||
'src/pixi/renderers/canvas/CanvasRenderer.js',
|
||||
'src/pixi/renderers/webgl/PixiShader.js',
|
||||
'src/pixi/renderers/webgl/PrimitiveShader.js',
|
||||
'src/pixi/renderers/webgl/StripShader.js',
|
||||
'src/pixi/renderers/webgl/WebGLBatch.js',
|
||||
'src/pixi/renderers/webgl/WebGLFilterManager.js',
|
||||
'src/pixi/renderers/webgl/WebGLGraphics.js',
|
||||
'src/pixi/renderers/webgl/WebGLRenderer.js',
|
||||
'src/pixi/renderers/webgl/WebGLRenderGroup.js',
|
||||
'src/pixi/renderers/webgl/WebGLShaders.js',
|
||||
'src/pixi/text/BitmapText.js',
|
||||
'src/pixi/text/Text.js',
|
||||
'src/pixi/textures/BaseTexture.js',
|
||||
'src/pixi/textures/Texture.js',
|
||||
'src/pixi/textures/RenderTexture.js',
|
||||
'src/pixi/utils/EventTarget.js',
|
||||
'src/pixi/utils/Polyk.js',
|
||||
'src/core/Camera.js',
|
||||
'src/core/State.js',
|
||||
'src/core/StateManager.js',
|
||||
'src/core/LinkedList.js',
|
||||
'src/core/Signal.js',
|
||||
'src/core/SignalBinding.js',
|
||||
'src/core/Filter.js',
|
||||
'src/core/Plugin.js',
|
||||
'src/core/PluginManager.js',
|
||||
'src/core/Stage.js',
|
||||
'src/core/Group.js',
|
||||
'src/core/World.js',
|
||||
'src/core/Game.js',
|
||||
'src/input/Input.js',
|
||||
'src/input/Key.js',
|
||||
'src/input/Keyboard.js',
|
||||
'src/input/Mouse.js',
|
||||
'src/input/MSPointer.js',
|
||||
'src/input/Pointer.js',
|
||||
'src/input/Touch.js',
|
||||
'src/input/InputHandler.js',
|
||||
'src/input/Gamepad.js',
|
||||
'src/input/SinglePad.js',
|
||||
'src/input/GamepadButton.js',
|
||||
'src/gameobjects/Events.js',
|
||||
'src/gameobjects/GameObjectFactory.js',
|
||||
'src/gameobjects/BitmapData.js',
|
||||
'src/gameobjects/Sprite.js',
|
||||
'src/gameobjects/TileSprite.js',
|
||||
'src/gameobjects/Text.js',
|
||||
'src/gameobjects/BitmapText.js',
|
||||
'src/gameobjects/Button.js',
|
||||
'src/gameobjects/Graphics.js',
|
||||
'src/gameobjects/RenderTexture.js',
|
||||
'src/system/Canvas.js',
|
||||
'src/system/StageScaleMode.js',
|
||||
'src/system/Device.js',
|
||||
'src/system/RequestAnimationFrame.js',
|
||||
'src/math/RandomDataGenerator.js',
|
||||
'src/math/Math.js',
|
||||
'src/math/QuadTree.js',
|
||||
'src/geom/Circle.js',
|
||||
'src/geom/Point.js',
|
||||
'src/geom/Rectangle.js',
|
||||
'src/geom/Polygon.js',
|
||||
'src/net/Net.js',
|
||||
'src/tween/TweenManager.js',
|
||||
'src/tween/Tween.js',
|
||||
'src/tween/Easing.js',
|
||||
'src/time/Time.js',
|
||||
'src/time/Timer.js',
|
||||
'src/time/TimerEvent.js',
|
||||
'src/animation/AnimationManager.js',
|
||||
'src/animation/Animation.js',
|
||||
'src/animation/Frame.js',
|
||||
'src/animation/FrameData.js',
|
||||
'src/animation/AnimationParser.js',
|
||||
'src/loader/Cache.js',
|
||||
'src/loader/Loader.js',
|
||||
'src/loader/LoaderParser.js',
|
||||
'src/sound/Sound.js',
|
||||
'src/sound/SoundManager.js',
|
||||
'src/utils/Debug.js',
|
||||
'src/utils/Color.js',
|
||||
'src/physics/arcade/SAT.js',
|
||||
'src/physics/arcade/ArcadePhysics.js',
|
||||
'src/physics/arcade/Body.js',
|
||||
'src/particles/Particles.js',
|
||||
'src/particles/arcade/ArcadeParticles.js',
|
||||
'src/particles/arcade/Emitter.js',
|
||||
'src/tilemap/Tile.js',
|
||||
'src/tilemap/Tilemap.js',
|
||||
'src/tilemap/TilemapLayer.js',
|
||||
'src/tilemap/TilemapParser.js',
|
||||
'src/tilemap/Tileset.js',
|
||||
'src/PixiPatch.js'
|
||||
]
|
||||
},
|
||||
pkg: grunt.file.readJSON('package.json'),
|
||||
clean: ['<%= compile_dir %>'],
|
||||
concat: {
|
||||
phaser: {
|
||||
options: {
|
||||
process: {
|
||||
data: {
|
||||
version: '<%= pkg.version %>',
|
||||
buildDate: '<%= grunt.template.today() %>'
|
||||
}
|
||||
}
|
||||
},
|
||||
src: ['<%= src.phaser %>'],
|
||||
dest: '<%= compile_dir %>/phaser.js'
|
||||
}
|
||||
},
|
||||
umd: {
|
||||
phaser: {
|
||||
src: '<%= concat.phaser.dest %>',
|
||||
dest: '<%= umd.phaser.src %>'
|
||||
}
|
||||
},
|
||||
uglify: {
|
||||
phaser: {
|
||||
options: {
|
||||
banner: '/*! Phaser v<%= pkg.version %> | (c) 2013 Photon Storm Ltd. */\n'
|
||||
},
|
||||
src: ['<%= umd.phaser.dest %>'],
|
||||
dest: '<%= compile_dir %>/phaser.min.js'
|
||||
}
|
||||
},
|
||||
examples: {
|
||||
all: {
|
||||
options: {
|
||||
base: 'examples',
|
||||
excludes: ['_site', 'assets', 'states', 'wip']
|
||||
},
|
||||
src: ['examples/**/*.js'],
|
||||
dest: 'examples/_site/examples.json'
|
||||
}
|
||||
},
|
||||
connect: {
|
||||
root: {
|
||||
options: {
|
||||
keepalive: true
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
grunt.registerTask('default', ['build', 'examples']);
|
||||
grunt.registerTask('build', ['clean', 'concat', 'umd', 'uglify']);
|
||||
|
||||
};
|
||||
@@ -1,175 +1,322 @@
|
||||

|
||||
|
||||
Phaser 1.1
|
||||
==========
|
||||
Phaser 1.1.4
|
||||
============
|
||||
|
||||
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
|
||||
|
||||
Version: 1.1 - Released: October 24th 2013
|
||||
Version: 1.1.4 "Kandor" - Released: February 5th 2014
|
||||
|
||||
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
|
||||
|
||||
View the [Official Website](http://phaser.io)<br />
|
||||
Follow on [Twitter](https://twitter.com/photonstorm)<br />
|
||||
Read the [Development Blog](http://www.photonstorm.com)<br />
|
||||
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)<br />
|
||||
Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)
|
||||
* View the [Official Website](http://phaser.io)
|
||||
* Follow on [Twitter](https://twitter.com/photonstorm)
|
||||
* Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
|
||||
* Try out 220+ [Phaser Examples](http://examples.phaser.io)
|
||||
* Read the [documentation online](http://docs.phaser.io)
|
||||
|
||||
[Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework)
|
||||
[Subscribe to our new Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E). We'll email you when new versions are released as well as send you our regular Phaser game making magazine.
|
||||
|
||||
[](https://bitdeli.com/free "Bitdeli Badge")
|
||||
|
||||
"Being negative is not how we make progress" - Larry Page, Google
|
||||
|
||||
Welcome to Phaser
|
||||
-----------------
|
||||
|
||||
It's staggering to think just how much has been achieved in the short time the 1.0 branch of Phaser has been available. We've seen literally hundreds of bug fixes and updates. Exciting new features and enhancements have been merged into the core library thanks to contributions from the community. We also completely overhauled the Examples Suite, removed the requirement for PHP, rebuilt it in html+js and filled it with over 150 examples to dig in to and learn from. And more importantly we've got our first pass at the API docs online and ready too.
|
||||
As you may know we had planned to release 1.1.4 at the end of 2013. For various reasons this didn't quite happen, but we're happy to announce it's finally out! There have been some dramatic changes internally, and if you make use of either the physics systems or tilemaps then you are going to need to update your code. Hopefully only a little bit, but there have been a number of core API changes which we detail below. There are also a host of new features, the headliners being:
|
||||
|
||||
There is still more to be done of course. The API docs, while a good start, still need to be backed up with a proper comprehensive manual. And we desperately need to write some 'best practises' and 'getting started' tutorials. But at least now you don't have to flounder around in the dark and can turn to the examples and docs.
|
||||
* New Physics system. Uses SAT.js internally so physics bodies can now be rectangles, circles or polygons and support rotation.
|
||||
* New Tilemap system. Brand new collision system for tiles, much more advanced layer handling, tile properties, multiple tilesets of layer and more.
|
||||
* New Timer. This handy new class lets you create timed events easily.
|
||||
* Your Game can now be configured from an external configuration object.
|
||||
* Over 150 new features and updates and over 30 reported bug fixes.
|
||||
|
||||
There are so many exciting new features and tweaks in this build that we felt it warranted a proper full point release: 1.1. A few things have also changed, so games that were in development in the 1.0 version may need refactoring for 1.1, but we feel those changes have benefitted the framework as a whole.
|
||||
This release also brings the TypeScript definitions file as bang up to date as possible. There are still a few areas that need looking at, but with your help hopefully we can iron those final few bits out and have a 100% accruate defs file on offer.
|
||||
|
||||
As before "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm, as well as our commercial need for Phaser that has kept us going.
|
||||
There is a new Contributors Guide which we'd urge you to follow if you wish to help with Phaser development, and we've updated the doc files and added lots more details into key areas. The Examples have grown too! Now over 220 of them including several great ones from the community.
|
||||
|
||||
Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've only just scratched the surface of what we have planned for it.
|
||||
We're going to settle on this build for a short while as we do some quick iteration bug fixing, so expect to see some small point releases very soon that do nothing but address any issues you may find. But in parallel to this we are also now rebuilding our core to bring it in-line with the latest version of Pixi.js, which has had some dramatic changes under the hood, changes will impact a lot of what Phaser does internally. But the changes are all for the better and once we upgrade Pixi you'll have a significantly faster renderer and a smaller codebase too, as we do away with stacks of linked list code :)
|
||||
|
||||
As always we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations. The number of games being released that were made with Phaser is staggering and we really love to see how you use it! You are our heroes. It's your kind words and enthusiasm that has keeps us going.
|
||||
|
||||
Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've still only just scratched the surface of what we have planned for it.
|
||||
|
||||

|
||||
|
||||
|
||||
Getting Started Guides
|
||||
----------------------
|
||||
|
||||
We have a new [Getting Started Guide](http://phaser.io/getting-started-js.php) which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
|
||||
|
||||
There is a comprehensive [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide on the GameDevTuts+ site which is a great place to learn where to find tutorials, examples and support.
|
||||
|
||||
There is also an [un-official Getting Started Guide](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework).
|
||||
|
||||

|
||||
(swap for tanks)
|
||||
|
||||
Change Log
|
||||
----------
|
||||
|
||||
Version 1.1
|
||||
Version 1.1.4 - "Kandor" - February 5th 2014
|
||||
|
||||
* JSDoc is go! We've added jsdoc3 blocks to every property and function, in every file.
|
||||
* Brand new Example system (no more php!) and over 150 examples to learn from too.
|
||||
* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
|
||||
* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
|
||||
* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
|
||||
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using localTransform values.
|
||||
* Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
|
||||
* Renamed Phaser.Text.text to Phaser.Text.content to avoid conflict and overwrite from Pixi local var.
|
||||
* Renamed Phaser.Text.style to Phaser.Text.font to avoid conflict and overwrite from Pixi local var.
|
||||
* Phaser.Button now sets useHandCursor to true by default.
|
||||
* Fixed an issue in Animation.update where if the game was paused it would get an insane delta timer throwing a uuid error.
|
||||
* Added PixiPatch.js to patch in a few essential features until Pixi is updated.
|
||||
* Fixed issue in Animation.play where the given frameRate and loop values wouldn't overwrite those set on construction.
|
||||
* Added Animation.paused - can be set to true/false.
|
||||
* New: Phaser.Animation.generateFrameNames - really useful when creating animation data from texture atlases using file names, not indexes.
|
||||
* Added Sprite.play as a handy short-cut to play an animation already loaded onto a Sprite.
|
||||
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
|
||||
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
|
||||
* Change: When you start a new State all active tweens are now purged.
|
||||
* BUG: Loader conflict if 2 keys are the same even if they are in different packages (i.e. you can't use "title" for both and image and sound file).
|
||||
* Fixed Particle Emitters when using Emitter width/height (thanks XekeDeath)
|
||||
* Made animation looping more robust when skipping frames (thanks XekeDeath)
|
||||
* Fix for incorrect new particle positioning (issue #73) (thanks cottonflop)
|
||||
* Added support for Body.maxVelocity (thanks cocoademon)
|
||||
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
|
||||
* Button.setFrames will set the current frame based on the button state immediately.
|
||||
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
|
||||
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
|
||||
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
|
||||
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
|
||||
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
|
||||
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
|
||||
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
|
||||
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
|
||||
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
|
||||
* Fixed bug in LinkedList#remove that could cause first to point to a dead node (thanks onedayitwillmake)
|
||||
* Moved LinkedList.dump to Debug.dumpLinkedList(list)
|
||||
* Added Button.freezeFrames boolean. Stops the frames being set on mouse events if true.
|
||||
* Phaser.Animation.Frame is now Phaser.Frame
|
||||
* Phaser.Animation.FrameData is now Phaser.FrameData
|
||||
* Phaser.Animation.Parser is now Phaser.AnimationParser (also the file has renamed from Parser.js to AnimationParser.js)
|
||||
* Phaser.Loader.Parser is now Phaser.LoaderParser (also the file has renamed from Parser.js to LoaderParser.js)
|
||||
* Fixed Cache.addDefaultImage so the default image works in Canvas as well as WebGL. Updated to a new image (32x32 black square with green outline)
|
||||
* Extended the Loader 404 error to display the url of the file that didn't load as well as the key.
|
||||
* Change: We've removed the scrollFactor property from all Game Objects. Sorry, but the new Camera system doesn't work with it and it caused all kinds of issues anyway. We will sort out a replacement for it at a later date.
|
||||
* Change: World now extends Phaser.Group. As a result we've updated GameObjectFactory and other classes that linked to it. If you have anywhere in your code that used to reference world.group you can just remove 'group' from that. So before, world.group.add() is now just world.add().
|
||||
* Change: The Camera has been completely revamped. Rather than adjusting the position of all display objects (bad) it now just shifts the position of the single world container (good!), this is much quicker and also stops the game objects positions from self-adjusting all the time, allowing for them to be properly nested with other containers.
|
||||
* New: Direction constants have been added to Sprites and adjust based on body motion.
|
||||
* World.randomX/Y now returns values anywhere in the world.bounds range (if set, otherwise 0), including negative values.
|
||||
* Fixed a bug in the Sprite transform cache check that caused the skew/scale cache to get constantly invalidated - now only updates as needed, significant performance increase!
|
||||
* Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
|
||||
* Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
|
||||
* Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
|
||||
* Fixed issue in Group.countLiving / countDead where the value was off by one (thanks mjablonski)
|
||||
* Fixed issue with a jittery Camera if you moved a Sprite via velocity instead of x/y placement.
|
||||
* Added Keyboard.createCursorKeys() which creates an object with 4 Key objects inside it mapped to up, down, left and right. See the new example in the input folder.
|
||||
* Added Body.skipQuadTree boolean for more fine-grained control over when a body is added to the World QuadTree.
|
||||
* Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use.
|
||||
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
|
||||
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
|
||||
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
|
||||
* If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
|
||||
* Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
|
||||
* Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
|
||||
* Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
|
||||
* Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
|
||||
* Lots of changes and fixes in ArcadePhysics, including:
|
||||
* Functions with "mouse" in the title have been updated to "pointer" to more accurately reflect what they do.
|
||||
* New velocity functions: moveToObject, moveToPointer, moveToXY
|
||||
* New acceleration functions: accelerateToObject, accelerateToPointer, accelerateToXY
|
||||
* New distance functions: distanceBetween, distanceToXY, distanceToPointer
|
||||
* New angle functions: angleBetween, angleToXY, angleToPointer
|
||||
* velocityFromAngle and velocityFromRotation added with examples created.
|
||||
* Fixed the RandomDataGenerator.sow method so if you give in the same seed you'll now get the same results (thanks Hsaka)
|
||||
* World.randomX/Y now works with negative World.bounds values.
|
||||
* Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
|
||||
* Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
|
||||
* Tweens .to will now always return the parent (thanks powerfear)
|
||||
* You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
|
||||
* Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
|
||||
* Added Sprite.destroy back in again and made it a lot more robust at cleaning up child objects.
|
||||
* Added 'return this' to all the core Loader functions so you can chain load calls if you so wish.
|
||||
* Group.alpha is now exposed publically and changes the Group container object (not the children directly, who can still have their own alpha values)
|
||||
* Device.webGL uses new inspection code to accurately catch more webGL capable devices.
|
||||
* Fixed an issue where creating an animation with just one frame with an index of zero would cause a UUID error (thanks SYNYST3R1)
|
||||
* Fixed Rectangle.union (thanks andron77)
|
||||
* Debug.renderSpriteBody updated to use a the new Sprite.Body.screenX/Y properties.
|
||||
* Added Text.destroy() and BitmapText.destroy(), also updated Group.remove to make it more bullet-proof when an element doesn't have any events.
|
||||
* Added Phaser.Utils.shuffle to shuffle an array.
|
||||
* Added Graphics.destroy, x, y and updated angle functions.
|
||||
* Additional checks added to AnimationManager.frame/frameName on the given values.
|
||||
* Added AnimationManager.refreshFrame - will reset the texture being used for a Sprite (useful after a crop rect clear)
|
||||
* You can now null a Sprite.crop and it will clear down the crop rect area correctly.
|
||||
* The default Game.antialias value is now 'true', so graphics will be smoothed automatically in canvas. Disable it via the Game constructor or Canvas utils.
|
||||
Significant API changes:
|
||||
|
||||
Outstanding Tasks
|
||||
-----------------
|
||||
* Loader.tileset has been removed as it's no longer required, this was as part of the Tilemap system overhaul.
|
||||
* TilemapLayers are now created via the Tilemap object itself: map.createLayer(x, y, width, height, tileset, layer, group) and no longer via the GameObjectFactory.
|
||||
* Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well.
|
||||
* Tween.onStartCallback and onCompleteCallback have been removed to avoid confusion. You should use the onStart, onLoop and onComplete events instead.
|
||||
* Button.forceOut default value has changed from true to false, so Buttons will revert to an Up state (if set) when pressed and released.
|
||||
* The way the collision process callback works has changed significantly and now works as originally intended.
|
||||
* The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
|
||||
* A SAT system has been integrated for Body collision and separation.
|
||||
* Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
|
||||
* Body.drag has been removed. Please use the new Body.linearDamping value instead (which is a number value, not a Point object)
|
||||
* Body.embedded and Body.wasTouching have been removed as they are no longer required.
|
||||
* Body.customSeparateX/Y have been removed as you should now use Body.customSeparateCallback.
|
||||
* Body.maxVelocity defaults have been removed from 10,000 to 2000.
|
||||
* Body.customSeparateCallback allows you to set your own callback when two Bodies need to separate rather than using the built-in method.
|
||||
* Body.collideCallback allows you to set a callback that is fired whenever the Body is hit on any of its active faces.
|
||||
* Body.allowCollision has been renamed to Body.checkCollision.
|
||||
* Body.rebound is a boolean that controls if a body will exchange velocity on collision. Set to false to allow it to be 'pushed' (see new examples).
|
||||
* Removed Body.deltaAbsX and deltaAbsY as they are no longer used internally.
|
||||
* Body.screenX and screenY moved to getters, no longer calculated every frame.
|
||||
* ArcadePhysics now has setBounds and setBoundsToWorld, and you can specify which walls are created or not (left, right, up, down)
|
||||
* Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
|
||||
* Body.setSize has been removed. Please use Body.setCircle, setRectangle or setPolygon instead.
|
||||
|
||||
|
||||
New features:
|
||||
|
||||
* Phaser.Timer is now feature complete and fully documented. You can create Phaser.TimerEvents on a Timer and lots of new examples have been provided.
|
||||
* Gamepad API support has been added with lots of new examples (thanks Karl Macklin)
|
||||
* Phaser.Game constructor can now be passed a single object containing all of your game settings + Stage settings. Useful for advanced configurations.
|
||||
* The width/height given to Phaser.Game can now be percentages, i.e. "100%" will set the width to the maximum window innerWidth.
|
||||
* Added a stage.fullScreenScaleMode property to determine scaling when fullscreen (thanks oysterCrusher)
|
||||
* Added support for margin and spacing around a frame in Loader.spritesheet.
|
||||
* Added Device.vibration to check if the Vibration API is available or not.
|
||||
* Added Device.trident and Device.tridentVersion for testing IE11.
|
||||
* Added Device.silk for detecting a Kindle Fire and updated desktop OS check to exclude Kindles (thanks LuckieLordie)
|
||||
* TilemapLayers now have debug and debugAlpha values, this turns on the drawing of the collision edges (very handy for debugging, as the name implies!)
|
||||
* Tweens have a new event: onLoop.
|
||||
* You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache.
|
||||
* Group.set will let you deep set a new propery on a single child of the Group.
|
||||
* Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
|
||||
* Added Ejecta detection to Device (thanks endel)
|
||||
* Tweens can now work with relative + and - values. You can do: `tween(sprite).to( { x: '+400' })` and it will add 400 to the current sprite.x value.
|
||||
* Buttons now properly use their upFrame if set.
|
||||
* InputHandler now has snapOffsetX and snapOffsetY properties so your snap grid doesn't have to be 0,0 aligned (thanks srmeier)
|
||||
* Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load.
|
||||
* Groups can now be added to other Groups as children via group.add() and group.addAt()
|
||||
* Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
|
||||
* Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game.
|
||||
* Body.speed - the current speed of the body.
|
||||
* Body.angle - the current angle the Body is facing based on its velocity. This is not the same as the Sprite angle that may own the body.
|
||||
* Body.linearDamping - This now replaces Body.drag and provides for a much smoother damping (friction) experience.
|
||||
* Body.minBounceVelocity - If a Body has bounce set, this threshold controls if it should rebound or not. Use it to stop 'jittering' on bounds/tiles with super-low velocities.
|
||||
* QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
|
||||
* Input.setMoveCallback allows you to set a callback that will be fired each time the activePointer receives a DOM move event.
|
||||
* Math.distancePow(x1,y1,x2,y2,power) returns the distance between two coordinates at the given power.
|
||||
* Physics.collide now supports the 2nd parameter as an array, for when you want to collide an object against a number of sprites that aren't all in the same Group.
|
||||
* Physics.overlap now supports the 2nd parameter as an array, for when you want to overlap test an object against a number of sprites that aren't all in the same Group.
|
||||
* Math.reverseAngle - reverses an angle (in radians).
|
||||
* Math.normalizeAngle - normalises an angle, now in radians only.
|
||||
* Math.normalizeLatitude - Normalizes a latitude to the [-90,90] range.
|
||||
* Math.normalizeLongitude - Normalizes a longitude to the [-180,180] range.
|
||||
* Phaser.Line added to the geometry classes, with full point on line/segment and intersection tests (see new examples)
|
||||
* Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
|
||||
* Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
|
||||
* Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
|
||||
* If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
|
||||
* Game.enableStep will enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?), very useful for debugging!
|
||||
* Game.disableStep turns core update loop stepping off.
|
||||
* Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
|
||||
* Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
|
||||
* Sprite.events.onBeginContact will be fired when a Body makes contact with another Body. Once contact is over an onEndContact event will be dispatched.
|
||||
|
||||
|
||||
New Examples:
|
||||
|
||||
* Physics - Bounce by Patrick OReilly.
|
||||
* Physics - Bounce with gravity by Patrick OReilly.
|
||||
* Physics - Bounce accelerator (use the keyboard) by Patrick OReilly.
|
||||
* Physics - Bounce knock (use the keyboard) by Patrick OReilly.
|
||||
* Physics - Snake (use the keyboard to control the snake like creature) by Patrick OReilly and Richard Davey.
|
||||
* Physics - Launcher - Angry Birds style ball launcher demo by Patrick OReilly.
|
||||
* Physics - Launcher Follow - throw the sprite anywhere in the world by Patrick OReilly.
|
||||
* Physics - Launcher Follow World - an advanced version of the Launcher Follow example by Patrick OReilly.
|
||||
* Input - Touch Joystick example showing how to use the clay.io virtual game controller (thanks gabehollombe)
|
||||
* Games - Matching Pairs by Patrick OReilly.
|
||||
* Games - Simon Says by Patrick OReilly.
|
||||
* Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
|
||||
* Display - Pixi Render Texture. A Phaser conversion of the Pixi.js Render Texture example.
|
||||
* Input - 5 new examples showing how to use the Gamepad API (thanks Karl Macklin)
|
||||
* Animation - Group Creation, showing how to create animations across all Group children in one call.
|
||||
* Particles - Rain by Jens Anders Bakke.
|
||||
* Particles - Snow by Jens Anders Bakke.
|
||||
* Groups - Nested Groups - showing how to embed one Group into another Group.
|
||||
* Time - Lots of new examples showing how to use the updated Phaser.Timer class.
|
||||
|
||||
|
||||
Updates:
|
||||
|
||||
* Updated to latest Pixi.js dev branch build (pre 1.4 release)
|
||||
* When a Sprite is destroyed any active filters are removed at the same time.
|
||||
* Updated Pixi.js so that removing filters now works correctly without breaking the display list.
|
||||
* Phaser.Canvas.create updated so it can be given an ID as the 3rd parameter (can also be set via new Game configuration object).
|
||||
* Updated display/fullscreen example to reflect new full screen change.
|
||||
* Loads of updates to the TypeScript definitions files - games fully compile now and lots of missing classes added :) (thanks Niondir)
|
||||
* Removed 'null parent' check from Group constructor. Will parent to game.world only if parent value is undefined.
|
||||
* The tutorials have now been translated into Spanish - thanks feiss :)
|
||||
* separateY updated to re-implement the 'riding platforms' special condition (thanks cocoademon)
|
||||
* SoundManager.onSoundDecode now dispatches the key followed by the sound object, also now dispatched by the Cache when doing an auto-decode on load.
|
||||
* Switch method of using trimmed sprites to support scaling and rotation (thanks cocoademon)
|
||||
* Most of the GameObjectFactory functions now have a group parameter, so you can do: game.add.sprite(x, y, frame, frameName, group) rather than defaulting to the World group.
|
||||
* Group.countLiving and countDead used to return -1 if the Group was empty, but now return 0.
|
||||
* Text can now be fixedToCamera, updated world/fixed to camera example to show this.
|
||||
* ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks.
|
||||
* Lots of documentation fixes in the Tween class.
|
||||
* Tweens fire an onLoop event if they are set to repeat. onComplete is now only fired for the final repeat (or never if the repeat is infinite)
|
||||
* Pointer used to un-pause a paused game every time it was clicked/touched (this avoided some rogue browser plugins). Now only happens if Stage.disableVisibilityChange is true.
|
||||
* Input doesn't set the cursor to default if it's already set to none.
|
||||
* You can now collide a group against itself. This will check all children against each other, but not themselves (thanks cocoademon)
|
||||
* RenderTexture.render / renderXY has a new parameter: renderHidden, a boolean which will allow you to render Sprites even if their visible is set to false.
|
||||
* Added in prototype.constructor definitions to every class (thanks darkoverlordofdata)
|
||||
* Group.destroy has a new parameter: destroyChildren (boolean) which will optionally call the destroy method of all Group children.
|
||||
* Button.clearFrames method has been added.
|
||||
* Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
|
||||
* Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
|
||||
* The Time class now has its own Phaser.Timer which you can access through game.time.events. See the new Timer examples to show how to use them.
|
||||
* Added StateManager.getCurrentState to return the currently running State object (thanks Niondir)
|
||||
* Removed the console.log redirect from Utils as it was messing with Firefox.
|
||||
* Body.acceleration is now much smoother and less eratic at high speeds.
|
||||
* Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
|
||||
* Removed ArcadePhysics.preUpdate and postUpdate as neither are needed any more.
|
||||
* Body.bottom and Body.right are no longer rounded, so will give accurate sub-pixel values.
|
||||
* Fixed lots of documentation in the Emitter class.
|
||||
* The delta timer value used for physics calculations has had its cap limit modified from 1.0 to 0.05 in line with the core updates.
|
||||
* Phaser.Math.min enhanced so you can now pass in either an array of numbers or lots of numbers as parameters to get the lowest.
|
||||
* Phaser.Math.max added as the opposite of Math.min.
|
||||
* Phaser.Math.minProperty and maxProperty added. Like Math.min/max but can be given a property an an array or list of objects to inspect.
|
||||
* Added 'full' paramter to Body.reset, allowing you to control if motion or all data is reset or not.
|
||||
* Exposed Group.pivot and Sprite.pivot to allow you to directly set the pivot points for rotation.
|
||||
* Swapped to using the native and faster Array.isArray check.
|
||||
* Added callback context parameter to Tween.onUpdateCallback(callback, context) to avoid having to bind or create anonymous functions.
|
||||
* Updated TweenManager.removeAll so it flags all tweens as pendingDelete rather than nuking the array, to avoid tween callback array size errors (thanks DarkDev)
|
||||
|
||||
|
||||
Bug Fixes:
|
||||
|
||||
* Cache.getImageKeys returned __missing in the array, now excluded.
|
||||
* Fixed Group.scale so you can now scale a Group directly.
|
||||
* Removed World.scale as it was preventing Group.scale from working - you can still scale the world, but you'll need to factor in Input changes yourself.
|
||||
* Moved 'dirty' flag for Tilemap to a per-layer flag. Fixes #242
|
||||
* Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group has no children.
|
||||
* Switch Camera.setBoundsToWorld to match world.bounds instead of world (thanks cocoademon)
|
||||
* Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100)
|
||||
* Fixed Pixi bug (#425) incorrect width property for multi-line BitmapText (thanks jcd-as)
|
||||
* Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
|
||||
* Sprites that are fixedToCamera can now be input dragged regardless of world position (thanks RafaelOliveira)
|
||||
* RenderTexture now displays correctly in Canvas games.
|
||||
* Canvas.addToDOM is now more robust when applying the overflowHidden style.
|
||||
* Fixed Pixi.StripShader which should stop the weird TileSprite GPU issues some were reporting (thanks GoodboyDigital)
|
||||
* Patched desyrel.xml so it doesn't contain any zero width/height characters, as they broke Firefox 25.
|
||||
* Cache.addSound now implements a locked attribute (thanks haden)
|
||||
* Sound now checks for CocoonJS during playback to avoid readyState clash (thanks haden)
|
||||
* Buttons now clear previously set frames correctly if you call setFrames.
|
||||
* Sounds will now loop correctly if they are paused and resumed (thanks haden)
|
||||
* InputHandler.checkBoundsRect and checkBoundsSprite now take into account if the Sprite is fixedToCamera or not.
|
||||
* Removed the frame property from TileSprites as it cannot use them, it tiles the whole image only, not just a section of it.
|
||||
* Fixed WebGLRenderer updateGraphics bug (thanks theadam)
|
||||
* Removed duplicate Timer.create line (thanks hstolte)
|
||||
* Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites.
|
||||
* 1px camera jitter issue fixed where map is same size, or smaller than the game size.
|
||||
|
||||
|
||||
You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
|
||||
|
||||
|
||||
How to Build
|
||||
------------
|
||||
|
||||
We provide a fully compiled version of Phaser in the `build` directory, in both plain and minified formats.
|
||||
|
||||
We also provide a Grunt script that will build Phaser from source along with all the examples.
|
||||
|
||||
Run `grunt` in the phaser folder for a list of command-line options.
|
||||
|
||||
|
||||
Koding
|
||||
------
|
||||
|
||||
You can [][koding] and then start editing and previewing code right away using their web based VM development system.
|
||||
|
||||
|
||||
Bower
|
||||
-----
|
||||
|
||||
If you use bowser you can install phaser with:
|
||||
|
||||
`bower install phaser`
|
||||
|
||||
Nice and easy :)
|
||||
|
||||

|
||||
|
||||
|
||||
CDNJS
|
||||
-----
|
||||
|
||||
Thanks to a community member Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
|
||||
|
||||
`http://cdnjs.cloudflare.com/ajax/libs/phaser/1.1.3/phaser.min.js`
|
||||
|
||||
Or if you prefer you can leave the protocol off, so it works via http and https:
|
||||
|
||||
`//cdnjs.cloudflare.com/ajax/libs/phaser/1.1.3/phaser.min.js`
|
||||
|
||||
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
|
||||
* TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/)
|
||||
* TODO: d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
|
||||
* TODO: more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
|
||||
* TODO: Sound.addMarker hh:mm:ss:ms
|
||||
* TODO: swap state (non-destructive shift)
|
||||
* TODO: rotation offset
|
||||
* TODO: check stage bgc on droid (http://www.html5gamedevs.com/topic/1629-stage-background-color-not-working-on-android-chrome/)
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above.
|
||||
|
||||
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/). We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
|
||||
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/) using the provided TypeScript definitions file. We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
|
||||
|
||||
Phaser is 321 KB minified and 72 KB gzipped.
|
||||
|
||||
|
||||
Learn By Example
|
||||
----------------
|
||||
|
||||
Phaser comes with an ever growing suite of Examples. Personally I feel that we learn better by looking at small refined code examples, so we created over 200 of them and create new ones to test every new feature added. Inside the `examples` folder you'll find the current set. If you write a particularly good example then please send it to us.
|
||||
|
||||
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
|
||||
|
||||
Using a locally installed web server browse to the examples folder:
|
||||
|
||||
examples/index.html
|
||||
|
||||
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect` to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
|
||||
|
||||
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
|
||||
|
||||
You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
|
||||
|
||||
Phaser is 275 KB minified and 62 KB gzipped.
|
||||
|
||||
Features
|
||||
--------
|
||||
|
||||
**WebGL & Canvas**
|
||||
|
||||
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
|
||||
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. When running under WebGL Phaser now supports shaders, allowing for some incredible in-game effects. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
|
||||
|
||||
**Preloader**
|
||||
|
||||
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
|
||||
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScrtip files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
|
||||
|
||||
**Physics**
|
||||
|
||||
Phaser ships with our Arcade Physics system. An extremely light-weight AABB physics library perfect for low-powered devices and fast collision response. Control velocity, acceleration, bounce, drag and full collision and separation control.
|
||||
Phaser ships with our Arcade Physics system. A SAT based collision and physics library perfect for low-powered devices and fast collision response. Control velocity, acceleration, bounce, damping and full collision and separation control. As of version 1.1.4 we now support rectangles, circles and polygon collision with full rotation.
|
||||
|
||||
**Sprites**
|
||||
|
||||
@@ -222,88 +369,83 @@ We use Phaser every day on our many client projects. As a result it's constantly
|
||||
|
||||
**Battle Tested**
|
||||
|
||||
Although Phaser 1.0 is a brand new release it is born from years of experience building some of the biggest HTML5 games out there. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
|
||||
Although Phaser 1.0 is a brand new release it is born from years of experience building some of the biggest mobile HTML5 games out there. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
|
||||
|
||||

|
||||

|
||||
|
||||
Known Issues
|
||||
------------
|
||||
|
||||
* The TypeScript definition file isn't yet complete.
|
||||
Road Map
|
||||
--------
|
||||
|
||||
Future Plans
|
||||
------------
|
||||
Here is what's on our road map for the coming months:
|
||||
|
||||
The following list is not exhaustive and is subject to change:
|
||||
Version 1.1.5 ("Saldaea")
|
||||
|
||||
* Integrate Advanced Physics system.
|
||||
* Integrate Advanced Particle system.
|
||||
* Better sound controls and audio effects.
|
||||
* Google Play Game Services.
|
||||
* Ability to layer another DOM object and have it controlled by the game.
|
||||
* More GUI components: checkbox, radio button, window, etc.
|
||||
* Tilemap: more advanced Tiled support and support for DAME tilemaps.
|
||||
* Joypad support.
|
||||
* Gestures input class.
|
||||
* Flash CC html output support.
|
||||
* Game parameters read from Google Docs.
|
||||
* A fast turn-around point release that will focus on addressing any bugs that occured as a result of the large changes that took place in 1.1.4.
|
||||
|
||||
Test Suite
|
||||
----------
|
||||
Version 1.2 ("Shienar")
|
||||
|
||||
Phaser comes with an ever growing Test Suite. Personally we learn better by looking at small refined code examples, so we create lots of them to test each new feature we add. Inside the Tests folder you'll find the current set. If you write a particularly good test then please send it to us.
|
||||
* Update to Pixi 1.4 - this newly released build has lots of internal changes and new features we want to take advantage of.
|
||||
|
||||
The tests need running through a local web server (to avoid file access permission errors from your browser).
|
||||
Version 1.3 ("Tarabon")
|
||||
|
||||
Make sure you can browse to the Tests folder via your web server. If you've got php installed then launch:
|
||||
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
|
||||
* Dedicated CocoonJS packaging features (screencanvas, etc)
|
||||
* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
|
||||
* Ability to control DOM elements from the core game and layer them into the game.
|
||||
* Touch Gestures.
|
||||
* Support for parallel asset loading.
|
||||
* Fixed width bitmap font support, plus enhanced Bitmap font rendering.
|
||||
|
||||
examples/index.php
|
||||
Version 2.0 ("Aes Sedai")
|
||||
|
||||
Right now the Test Suite requires PHP, but we will remove this requirement soon.
|
||||
* Integrate p2.js physics system completely.
|
||||
* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
|
||||
* Integration with third party services like Google Play Game Services and Amazon JS SDK.
|
||||
* Flash CC HTML5 export integration.
|
||||
* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
|
||||
|
||||
Beyond version 2.0
|
||||
|
||||
* Test out packaging with Node-webkit.
|
||||
* Game parameters stored in Google Docs.
|
||||
* Look at HiDPI Canvas settings.
|
||||
* Multiple Camera support.
|
||||
|
||||
You can also browse the [Phaser Test Suite](http://gametest.mobi/phaser/) online.
|
||||
|
||||
Contributing
|
||||
------------
|
||||
|
||||
Phaser is in early stages and although we've still got a lot to add to it, we wanted to get it out there and share it with the world.
|
||||
We now have a full [Contributors Guide][contribute] which goes into the process in more detail, but here are the headlines:
|
||||
|
||||
If you find a bug (highly likely!) then please report it on github or our forum.
|
||||
- If you find a bug then please report it on [GitHub Issues][issues] or our [Support Forum][forum].
|
||||
|
||||
If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you.
|
||||
- If you have a feature request, or have written a game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you! Either post to our [forum][forum] or email: rich@photonstorm.com
|
||||
|
||||
- If you issue a Pull Request for Phaser, please only do so againt the `dev` branch and *not* against the `master` branch.
|
||||
|
||||
- Before submitting a Pull Request please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, first install it by running `npm install jshint`, then test your code by running `jshint src`. This isn't a strict requirement and we are happy to receive Pull Requests that haven't been JSHinted, so don't let it put you off contributing, but do know that we'll reformat your source before going live with it.
|
||||
|
||||
You can do this on the Phaser board that is part of the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) or email: rich@photonstorm.com
|
||||
|
||||
Bugs?
|
||||
-----
|
||||
|
||||
Please add them to the [Issue Tracker][1] with as much info as possible.
|
||||
Please add them to the [Issue Tracker][issues] with as much info as possible, especially source code demonstrating the issue.
|
||||
|
||||

|
||||
|
||||
"Being negative is not how we make progress" - Larry Page, Google
|
||||
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
The MIT License (MIT)
|
||||
Phaser is released under the [MIT License](http://opensource.org/licenses/MIT).
|
||||
|
||||
Copyright (c) 2013 Richard Davey, Photon Storm Ltd.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||||
the Software, and to permit persons to whom the Software is furnished to do so,
|
||||
subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||||
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
[1]: https://github.com/photonstorm/phaser/issues
|
||||
[issues]: https://github.com/photonstorm/phaser/issues
|
||||
[contribute]: https://github.com/photonstorm/phaser/blob/master/CONTRIBUTING.md
|
||||
[phaser]: https://github.com/photonstorm/phaser
|
||||
[forum]: http://www.html5gamedevs.com/forum/14-phaser/
|
||||
[koding]: https://koding.com/Teamwork?import=https://github.com/photonstorm/phaser/archive/master.zip&c=git1
|
||||
|
||||
[](https://github.com/igrigorik/ga-beacon)
|
||||
|
||||
+37
@@ -0,0 +1,37 @@
|
||||
{
|
||||
"name": "phaser",
|
||||
"version": "1.1.4",
|
||||
"homepage": "http://phaser.io",
|
||||
"authors": [
|
||||
"photonstorm <rich@photonstorm.com>"
|
||||
],
|
||||
"description": "A fun, free and fast 2D game framework for making HTML5 games for desktop and mobile, supporting Canvas and WebGL.",
|
||||
"main": "build/phaser.min.js",
|
||||
"keywords": [
|
||||
"html5",
|
||||
"game",
|
||||
"games",
|
||||
"framework",
|
||||
"canvas",
|
||||
"WebGL",
|
||||
"tilemaps",
|
||||
"physics",
|
||||
"sprites",
|
||||
"fonts",
|
||||
"images",
|
||||
"audio",
|
||||
"Web",
|
||||
"Audio",
|
||||
"touch",
|
||||
"input",
|
||||
"mobile"
|
||||
],
|
||||
"license": "MIT",
|
||||
"ignore": [
|
||||
"**/.*",
|
||||
"node_modules",
|
||||
"bower_components",
|
||||
"test",
|
||||
"tests"
|
||||
]
|
||||
}
|
||||
+4
-1
@@ -1,4 +1,7 @@
|
||||
<?php
|
||||
// NOTE: This script is deprecated. The build process is managed by grunt now.
|
||||
// Keeping this file here for those that I know use it, but if you're trying to build fresh, use grunt.
|
||||
|
||||
date_default_timezone_set('Europe/London');
|
||||
|
||||
// Get the version number
|
||||
@@ -8,7 +11,7 @@
|
||||
$buildLog = "Building version $version \n\n";
|
||||
$header = "";
|
||||
|
||||
$js = file(dirname(__FILE__) . 'config.php');
|
||||
$js = file(dirname(__FILE__) . DIRECTORY_SEPARATOR . 'config.php');
|
||||
$output = "";
|
||||
|
||||
for ($i = 0; $i < count($js); $i++)
|
||||
|
||||
+149
-121
@@ -1,123 +1,151 @@
|
||||
<?php
|
||||
// All JS files in build order.
|
||||
// Much easier for debugging re: line numbers
|
||||
// All JS files in build order.
|
||||
// Much easier for debugging re: line numbers
|
||||
if (!isset($path))
|
||||
{
|
||||
$path = '..';
|
||||
}
|
||||
|
||||
echo <<<EOL
|
||||
|
||||
<script src="$path/src/Intro.js"></script>
|
||||
<script src="$path/src/pixi/Pixi.js"></script>
|
||||
<script src="$path/src/Phaser.js"></script>
|
||||
<script src="$path/src/utils/Utils.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/core/Matrix.js"></script>
|
||||
<script src="$path/src/pixi/core/Point.js"></script>
|
||||
<script src="$path/src/pixi/core/Rectangle.js"></script>
|
||||
<script src="$path/src/pixi/core/Polygon.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="$path/src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="$path/src/pixi/display/Sprite.js"></script>
|
||||
<script src="$path/src/pixi/display/Stage.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/extras/CustomRenderable.js"></script>
|
||||
<script src="$path/src/pixi/extras/Strip.js"></script>
|
||||
<script src="$path/src/pixi/extras/Rope.js"></script>
|
||||
<script src="$path/src/pixi/extras/TilingSprite.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/filters/AbstractFilter.js"></script>
|
||||
<script src="$path/src/pixi/filters/FilterBlock.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/primitives/Graphics.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/renderers/canvas/CanvasGraphics.js"></script>
|
||||
<script src="$path/src/pixi/renderers/canvas/CanvasRenderer.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/renderers/webgl/PixiShader.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/PrimitiveShader.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/StripShader.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/WebGLBatch.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/WebGLFilterManager.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/WebGLGraphics.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/WebGLRenderer.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/WebGLRenderGroup.js"></script>
|
||||
<script src="$path/src/pixi/renderers/webgl/WebGLShaders.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/text/BitmapText.js"></script>
|
||||
<script src="$path/src/pixi/text/Text.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/textures/BaseTexture.js"></script>
|
||||
<script src="$path/src/pixi/textures/Texture.js"></script>
|
||||
|
||||
<script src="$path/src/pixi/utils/EventTarget.js"></script>
|
||||
<script src="$path/src/pixi/utils/Polyk.js"></script>
|
||||
|
||||
<script src="$path/src/core/Camera.js"></script>
|
||||
<script src="$path/src/core/State.js"></script>
|
||||
<script src="$path/src/core/StateManager.js"></script>
|
||||
<script src="$path/src/core/LinkedList.js"></script>
|
||||
<script src="$path/src/core/Signal.js"></script>
|
||||
<script src="$path/src/core/SignalBinding.js"></script>
|
||||
<script src="$path/src/core/Filter.js"></script>
|
||||
<script src="$path/src/core/Plugin.js"></script>
|
||||
<script src="$path/src/core/PluginManager.js"></script>
|
||||
<script src="$path/src/core/Stage.js"></script>
|
||||
<script src="$path/src/core/Group.js"></script>
|
||||
<script src="$path/src/core/World.js"></script>
|
||||
<script src="$path/src/core/Game.js"></script>
|
||||
|
||||
<script src="$path/src/input/Input.js"></script>
|
||||
<script src="$path/src/input/Key.js"></script>
|
||||
<script src="$path/src/input/Keyboard.js"></script>
|
||||
<script src="$path/src/input/Mouse.js"></script>
|
||||
<script src="$path/src/input/MSPointer.js"></script>
|
||||
<script src="$path/src/input/Pointer.js"></script>
|
||||
<script src="$path/src/input/Touch.js"></script>
|
||||
<script src="$path/src/input/Gamepad.js"></script>
|
||||
<script src="$path/src/input/SinglePad.js"></script>
|
||||
<script src="$path/src/input/GamepadButton.js"></script>
|
||||
<script src="$path/src/input/InputHandler.js"></script>
|
||||
|
||||
<script src="$path/src/gameobjects/Events.js"></script>
|
||||
<script src="$path/src/gameobjects/GameObjectFactory.js"></script>
|
||||
<script src="$path/src/gameobjects/BitmapData.js"></script>
|
||||
<script src="$path/src/gameobjects/Sprite.js"></script>
|
||||
<script src="$path/src/gameobjects/TileSprite.js"></script>
|
||||
<script src="$path/src/gameobjects/Text.js"></script>
|
||||
<script src="$path/src/gameobjects/BitmapText.js"></script>
|
||||
<script src="$path/src/gameobjects/Button.js"></script>
|
||||
<script src="$path/src/gameobjects/Graphics.js"></script>
|
||||
<script src="$path/src/gameobjects/RenderTexture.js"></script>
|
||||
|
||||
<script src="$path/src/system/Canvas.js"></script>
|
||||
<script src="$path/src/system/StageScaleMode.js"></script>
|
||||
<script src="$path/src/system/Device.js"></script>
|
||||
<script src="$path/src/system/RequestAnimationFrame.js"></script>
|
||||
|
||||
<script src="$path/src/math/RandomDataGenerator.js"></script>
|
||||
<script src="$path/src/math/Math.js"></script>
|
||||
<script src="$path/src/math/QuadTree.js"></script>
|
||||
|
||||
<script src="$path/src/geom/Circle.js"></script>
|
||||
<script src="$path/src/geom/Point.js"></script>
|
||||
<script src="$path/src/geom/Rectangle.js"></script>
|
||||
<script src="$path/src/geom/Line.js"></script>
|
||||
|
||||
<script src="$path/src/net/Net.js"></script>
|
||||
|
||||
<script src="$path/src/tween/TweenManager.js"></script>
|
||||
<script src="$path/src/tween/Tween.js"></script>
|
||||
<script src="$path/src/tween/Easing.js"></script>
|
||||
|
||||
<script src="$path/src/time/Time.js"></script>
|
||||
<script src="$path/src/time/Timer.js"></script>
|
||||
<script src="$path/src/time/TimerEvent.js"></script>
|
||||
|
||||
<script src="$path/src/animation/AnimationManager.js"></script>
|
||||
<script src="$path/src/animation/Animation.js"></script>
|
||||
<script src="$path/src/animation/Frame.js"></script>
|
||||
<script src="$path/src/animation/FrameData.js"></script>
|
||||
<script src="$path/src/animation/AnimationParser.js"></script>
|
||||
|
||||
<script src="$path/src/loader/Cache.js"></script>
|
||||
<script src="$path/src/loader/Loader.js"></script>
|
||||
<script src="$path/src/loader/LoaderParser.js"></script>
|
||||
|
||||
<script src="$path/src/sound/Sound.js"></script>
|
||||
<script src="$path/src/sound/SoundManager.js"></script>
|
||||
|
||||
<script src="$path/src/utils/Debug.js"></script>
|
||||
<script src="$path/src/utils/Color.js"></script>
|
||||
|
||||
<script src="$path/src/physics/arcade/SAT.js"></script>
|
||||
<script src="$path/src/physics/arcade/ArcadePhysics.js"></script>
|
||||
<script src="$path/src/physics/arcade/Body.js"></script>
|
||||
|
||||
<script src="$path/src/particles/Particles.js"></script>
|
||||
<script src="$path/src/particles/arcade/ArcadeParticles.js"></script>
|
||||
<script src="$path/src/particles/arcade/Emitter.js"></script>
|
||||
|
||||
<script src="$path/src/tilemap/Tile.js"></script>
|
||||
<script src="$path/src/tilemap/Tilemap.js"></script>
|
||||
<script src="$path/src/tilemap/TilemapLayer.js"></script>
|
||||
<script src="$path/src/tilemap/TilemapParser.js"></script>
|
||||
<script src="$path/src/tilemap/Tileset.js"></script>
|
||||
|
||||
<script src="$path/src/PixiPatch.js"></script>
|
||||
EOL;
|
||||
?>
|
||||
<script src="../src/Intro.js"></script>
|
||||
<script src="../src/pixi/Pixi.js"></script>
|
||||
<script src="../src/Phaser.js"></script>
|
||||
<script src="../src/utils/Utils.js"></script>
|
||||
|
||||
<script src="../src/pixi/core/Matrix.js"></script>
|
||||
<script src="../src/pixi/core/Point.js"></script>
|
||||
<script src="../src/pixi/core/Rectangle.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="../src/pixi/display/Sprite.js"></script>
|
||||
|
||||
<script src="../src/pixi/display/Stage.js"></script>
|
||||
<script src="../src/pixi/extras/CustomRenderable.js"></script>
|
||||
<script src="../src/pixi/extras/Strip.js"></script>
|
||||
<script src="../src/pixi/extras/Rope.js"></script>
|
||||
|
||||
<script src="../src/pixi/extras/TilingSprite.js"></script>
|
||||
<script src="../src/pixi/filters/FilterBlock.js"></script>
|
||||
<script src="../src/pixi/filters/MaskFilter.js"></script>
|
||||
<script src="../src/pixi/primitives/Graphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLBatch.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLGraphics.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLRenderGroup.js"></script>
|
||||
<script src="../src/pixi/renderers/webgl/WebGLShaders.js"></script>
|
||||
<script src="../src/pixi/text/BitmapText.js"></script>
|
||||
<script src="../src/pixi/text/Text.js"></script>
|
||||
<script src="../src/pixi/textures/BaseTexture.js"></script>
|
||||
<script src="../src/pixi/textures/Texture.js"></script>
|
||||
<script src="../src/pixi/textures/RenderTexture.js"></script>
|
||||
<script src="../src/pixi/utils/EventTarget.js"></script>
|
||||
<script src="../src/pixi/utils/Polyk.js"></script>
|
||||
|
||||
<script src="../src/core/Camera.js"></script>
|
||||
<script src="../src/core/State.js"></script>
|
||||
<script src="../src/core/StateManager.js"></script>
|
||||
<script src="../src/core/LinkedList.js"></script>
|
||||
<script src="../src/core/Signal.js"></script>
|
||||
<script src="../src/core/SignalBinding.js"></script>
|
||||
<script src="../src/core/Plugin.js"></script>
|
||||
<script src="../src/core/PluginManager.js"></script>
|
||||
<script src="../src/core/Stage.js"></script>
|
||||
<script src="../src/core/Group.js"></script>
|
||||
<script src="../src/core/World.js"></script>
|
||||
<script src="../src/core/Game.js"></script>
|
||||
|
||||
<script src="../src/input/Input.js"></script>
|
||||
<script src="../src/input/Key.js"></script>
|
||||
<script src="../src/input/Keyboard.js"></script>
|
||||
<script src="../src/input/Mouse.js"></script>
|
||||
<script src="../src/input/MSPointer.js"></script>
|
||||
<script src="../src/input/Pointer.js"></script>
|
||||
<script src="../src/input/Touch.js"></script>
|
||||
<script src="../src/input/InputHandler.js"></script>
|
||||
|
||||
<script src="../src/gameobjects/Events.js"></script>
|
||||
<script src="../src/gameobjects/GameObjectFactory.js"></script>
|
||||
<script src="../src/gameobjects/Sprite.js"></script>
|
||||
<script src="../src/gameobjects/TileSprite.js"></script>
|
||||
<script src="../src/gameobjects/Text.js"></script>
|
||||
<script src="../src/gameobjects/BitmapText.js"></script>
|
||||
<script src="../src/gameobjects/Button.js"></script>
|
||||
<script src="../src/gameobjects/Graphics.js"></script>
|
||||
<script src="../src/gameobjects/RenderTexture.js"></script>
|
||||
|
||||
<script src="../src/system/Canvas.js"></script>
|
||||
<script src="../src/system/StageScaleMode.js"></script>
|
||||
<script src="../src/system/Device.js"></script>
|
||||
<script src="../src/system/RequestAnimationFrame.js"></script>
|
||||
|
||||
<script src="../src/math/RandomDataGenerator.js"></script>
|
||||
<script src="../src/math/Math.js"></script>
|
||||
<script src="../src/math/QuadTree.js"></script>
|
||||
|
||||
<script src="../src/geom/Circle.js"></script>
|
||||
<script src="../src/geom/Point.js"></script>
|
||||
<script src="../src/geom/Rectangle.js"></script>
|
||||
|
||||
<script src="../src/net/Net.js"></script>
|
||||
|
||||
<script src="../src/tween/TweenManager.js"></script>
|
||||
<script src="../src/tween/Tween.js"></script>
|
||||
<script src="../src/tween/Easing.js"></script>
|
||||
|
||||
<script src="../src/time/Time.js"></script>
|
||||
|
||||
<script src="../src/animation/AnimationManager.js"></script>
|
||||
<script src="../src/animation/Animation.js"></script>
|
||||
<script src="../src/animation/Frame.js"></script>
|
||||
<script src="../src/animation/FrameData.js"></script>
|
||||
<script src="../src/animation/AnimationParser.js"></script>
|
||||
|
||||
<script src="../src/loader/Cache.js"></script>
|
||||
<script src="../src/loader/Loader.js"></script>
|
||||
<script src="../src/loader/LoaderParser.js"></script>
|
||||
|
||||
<script src="../src/sound/Sound.js"></script>
|
||||
<script src="../src/sound/SoundManager.js"></script>
|
||||
|
||||
<script src="../src/utils/Debug.js"></script>
|
||||
<script src="../src/utils/Color.js"></script>
|
||||
|
||||
<script src="../src/physics/arcade/ArcadePhysics.js"></script>
|
||||
<script src="../src/physics/arcade/Body.js"></script>
|
||||
|
||||
<script src="../src/particles/Particles.js"></script>
|
||||
<script src="../src/particles/arcade/ArcadeParticles.js"></script>
|
||||
<script src="../src/particles/arcade/Emitter.js"></script>
|
||||
|
||||
<script src="../src/tilemap/Tile.js"></script>
|
||||
<script src="../src/tilemap/Tilemap.js"></script>
|
||||
<script src="../src/tilemap/TilemapLayer.js"></script>
|
||||
<script src="../src/tilemap/TilemapParser.js"></script>
|
||||
<script src="../src/tilemap/Tileset.js"></script>
|
||||
|
||||
<script src="../src/PixiPatch.js"></script>
|
||||
|
||||
Vendored
+2046
File diff suppressed because it is too large
Load Diff
+26022
-14560
File diff suppressed because it is too large
Load Diff
Vendored
+13
-1
File diff suppressed because one or more lines are too long
+282
-8
@@ -1,7 +1,249 @@
|
||||
Change Log
|
||||
----------
|
||||
==========
|
||||
|
||||
Version 1.0.6 (September 24th 2013)
|
||||
Version 1.1.3 - "Arafel" - November 29th 2013
|
||||
---------------------------------------------
|
||||
|
||||
New features:
|
||||
|
||||
* Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.
|
||||
* Phaser.BitmapData object. A Canvas you can freely draw to with lots of functions. Can be used as a texture for Sprites. See the new examples and docs for details.
|
||||
* The entire Phaser library has been updated to match the new JSHint configuration.
|
||||
* Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
|
||||
* Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it)
|
||||
* Loader can now load JavaScript files. Just use game.load.script('key', 'url') - the file will be turned into a script tag in the document head on successful load.
|
||||
* RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
|
||||
* Physics.overlap now supports Sprites, Groups or Emitters and can perform group vs. group (etc) overlap checks with a custom callback and process handler.
|
||||
* Added Sound.externalNode which allows you to connect a Sound to an external node input rather than the SoundManager gain node.
|
||||
* Added SoundManager.connectToMaster boolean. Used in conjunction with Sound.externalNode you can easily configure audio nodes to connect together for special effects.
|
||||
* PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
|
||||
* scrollFactorX/scrollFactorY have been added to TilemapLayers (thanks jcd-as)
|
||||
* Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
|
||||
* Now using the latest version of Pixi.js. Which means you can use all the sexy new WebGL filters :)
|
||||
* Sprite.animations.getAnimation will return an animation instance which was added by name.
|
||||
* Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
|
||||
* Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
|
||||
* StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
|
||||
* World.visible boolean added, toggles rendering of the world on/off entirely.
|
||||
* Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
|
||||
* Added Group.iterate, a powerful way to count or return children that match a certain criteria. Refactored Group to use iterate, lots of repeated code cut.
|
||||
* Added Group.sort. You can now sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) Example created to show.
|
||||
* Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
|
||||
* Device.littleEndian boolean added. Only safe to use if the browser supports TypedArrays (which IE9 doesn't, but nearly all others do)
|
||||
* You can now call game.sound.play() and simply pass it a key. The sound will play if the audio system is unlocked and optionally destroy itself on complete.
|
||||
* Mouse.capture is a boolean. If set to true then DOM mouse events will have event.preventDefault() applied, if false they will propogate fully.
|
||||
* The object returned by Math.sinCosGenerator now contains a length property.
|
||||
|
||||
Updates:
|
||||
|
||||
* Lots of documentation fixes and updates across nearly all files. Tilemap now documented for example and lots of instances of 'Description' filled out.
|
||||
* ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
|
||||
* RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
|
||||
* Button now goes back to over state when setFrames used in action (thanks beeglebug)
|
||||
* plugins now have a postUpdate callback (thanks cocoademon)
|
||||
* Tided up the Graphics object (thanks BorisKozo)
|
||||
* If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function.
|
||||
* Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
|
||||
* If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
|
||||
* Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist (thanks cocoademon)
|
||||
* Loader.audio can now accept either an array of URL strings or a single URL string (thanks crazysam + kevinthompson)
|
||||
* MSPointer updated to support IE11 by dropping the prefix from the event listeners.
|
||||
* Device.cocoonJS added to detect if the game is running under Cocoon or a native browser.
|
||||
* Loader now uses a new queue system internally, meaning you can have assets with the same key spread across different types.
|
||||
|
||||
Bug Fixes:
|
||||
|
||||
* Lots of fixes to the TypeScript definitions file (many thanks gltovar)
|
||||
* Tilemap commands use specified layer when one given (thanks Izzimach)
|
||||
* Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
|
||||
* Input Keyboard example fix (thanks Atrodilla)
|
||||
* BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
|
||||
* Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
|
||||
* Point.rotate asDegrees fixed (thanks BorisKozo)
|
||||
* ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
|
||||
* StageScaleMode.forceOrientation now correctly stores the forcePortrait value (thanks haden)
|
||||
* Fixes to Math and Loader (thanks theJare)
|
||||
* Tween - isRunning not reset when non-looped tween completes (thanks crazysam + kevinthompson)
|
||||
* Math.normalizeAngle and Math.wrapAngle (thanks theJare)
|
||||
* Device.isTouch modified to test maxTouchPointers instead of MSPointer.
|
||||
* InputHandler.checkPointerOver now checks the visible status of the Sprite Group before processing.
|
||||
* The Sprite hulls (used for tile collision) were not being updated in sprite->sprite separations (thanks jcs)
|
||||
* Plugins that had a postUpdate but no Update weren't being marked as active (thanks crazysam)
|
||||
* StateManager.onPausedCallback function is not called when the game is paused (thanks haden)
|
||||
* Fix for 'jitter' in scrolling where tilemaps & sprites are one frame off (thanks jcs)
|
||||
|
||||
|
||||
Version 1.1.2 - November 1st 2013
|
||||
---------------------------------
|
||||
|
||||
* New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon.
|
||||
* New: Phaser.Button now has the ability to set over/out/up/down sound effects so they play automatically based on those events.
|
||||
* New: Added init method to plugins, to be called as they are added to the PluginManager (thanks beeglebug)
|
||||
* New: Physics.Body now has a center property (issue 142, thanks MikeMnD)
|
||||
* New: Lots of fixes across Full Screen Mode support. Input now works, scaling restores properly, world scale is correct and anti-alias support added.
|
||||
* New: Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous().
|
||||
* New: Added Tween.isTweening(object) to check if an object is currently being tweened or not (thanks mikehamil10)
|
||||
* New: Added getMagnitude, setMagnitude, normalize and isZero methods to Point (thanks beeglebug)
|
||||
* New/Change: Group.callAll now supports nested functions and a context, making it really powerful!
|
||||
* Updated: Fixed a few final bugs in the Sprite body and bounds calculations, in turn this resolved the Tilemap collision issues in the 1.1 release.
|
||||
* Updated: Finished documentation for the Phaser.Button class.
|
||||
* Updated: Fixed the Invaders game sample and enhanced it.
|
||||
* Updated: Fixed the Star Struck game sample and enhanced it.
|
||||
* Updated: If you pause an Animation, when you next play it it'll resume (un-pause itself).
|
||||
* Updated: hexToRGB now accepts short hex codes (#EEE) (thanks beeglebug)
|
||||
* Updated: State functions (preload, update, render, etc) are now passed the current game as a parameter (thanks beeglebug)
|
||||
* Updated: If your game is running in Canvas (not WebGL) you can now set Stage.backgroundColor to rgba style CSS strings, allowing for semi-transparent game backgrounds.
|
||||
* Updated: event.preventDefault() has been added to all Mouse event handlers.
|
||||
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
|
||||
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
|
||||
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
|
||||
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
|
||||
* Fixed lots of examples where the cursor keys / space bar were not locked from moving the browser page (if you find any more, please tell us!)
|
||||
* Fixed issue 149 - Starling XML files now load properly again, also created an Example to show use of them (thanks haden)
|
||||
* Fixed an issue where if the Starling XML file didn't contain a frameX/Y value it would crash on import.
|
||||
* Fixed the Multiple Animations Example - it's now a lovely underwater scene :)
|
||||
* Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron)
|
||||
* Fixed issue 88 - Incorrect game.input.x/y values on click with scaled stage (thanks DrHackenstein)
|
||||
* Fixed issue 143 - Entering full screen mode made the Input x/y coordinates go wrong.
|
||||
|
||||
|
||||
Version 1.1.1 - October 26th 2013
|
||||
---------------------------------
|
||||
|
||||
* Quick patch to get Phaser.AUTO working again on Firefox / Android.
|
||||
* Any key added via addKey now automatically adds it to the capture list.
|
||||
|
||||
|
||||
Version 1.1 - October 25th 2013
|
||||
-------------------------------
|
||||
|
||||
What's New:
|
||||
|
||||
* JSDoc is go! We've added jsdoc3 blocks to every property and function, in every file and published the API docs to the docs folder.
|
||||
* Brand new Example system (no more php!) and over 150 examples to learn from too.
|
||||
* New TypeScript definitions file generated (in the build folder - thanks to TomTom1229 for manually enhancing this).
|
||||
* New Grunt based build system added (thanks to Florent Cailhol)
|
||||
* New: Phaser.Animation.generateFrameNames - really useful when creating animation data from texture atlases using file names, not indexes.
|
||||
* Added Sprite.play as a handy short-cut to play an animation already loaded onto a Sprite.
|
||||
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
|
||||
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
|
||||
* Added Button.freezeFrames boolean. Stops the frames being set on mouse events if true.
|
||||
* Extended the Loader 404 error to display the url of the file that didn't load as well as the key.
|
||||
* New: Direction constants have been added to Sprites and adjust based on body motion.
|
||||
* Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
|
||||
* Added Keyboard.createCursorKeys() which creates an object with 4 Key objects inside it mapped to up, down, left and right. See the new example in the input folder.
|
||||
* Added Body.skipQuadTree boolean for more fine-grained control over when a body is added to the World QuadTree.
|
||||
* Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use.
|
||||
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
|
||||
* Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
|
||||
* Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
|
||||
* Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
|
||||
* Lots of changes and fixes in ArcadePhysics, including:
|
||||
* Functions with "mouse" in the title have been updated to "pointer" to more accurately reflect what they do.
|
||||
* New velocity functions: moveToObject, moveToPointer, moveToXY
|
||||
* New acceleration functions: accelerateToObject, accelerateToPointer, accelerateToXY
|
||||
* New distance functions: distanceBetween, distanceToXY, distanceToPointer
|
||||
* New angle functions: angleBetween, angleToXY, angleToPointer
|
||||
* velocityFromAngle and velocityFromRotation added with examples created.
|
||||
* Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
|
||||
* Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
|
||||
* Added Sprite.destroy back in again and made it a lot more robust at cleaning up child objects.
|
||||
* Added 'return this' to all the core Loader functions so you can chain load calls if you so wish.
|
||||
* Added Text.destroy() and BitmapText.destroy(), also updated Group.remove to make it more bullet-proof when an element doesn't have any events.
|
||||
* Added Phaser.Utils.shuffle to shuffle an array.
|
||||
* Added Graphics.destroy, x, y and updated angle functions.
|
||||
* Added AnimationManager.refreshFrame - will reset the texture being used for a Sprite (useful after a crop rect clear)
|
||||
* Added Physics.overlap(sprite1, sprite2) for quick body vs. body overlap tests with no separation performed.
|
||||
* On a busy page it's possible for the game to boot with an incorrect stage offset x/y which can cause input events to be calculated wrong. A new property has been added to Stage to combat this issue: Stage.checkOffsetInterval. By default it will check the canvas offset every 2500ms and adjust it accordingly. You can set the value to 'false' to disable the check entirely, or set a higher or lower value. We recommend that you get the value quite low during your games preloader, but once the game has fully loaded hopefully the containing page will have settled down, so it's probably safe to disable the check entirely.
|
||||
* Added Rectangle.floorAll to floor all values in a Rectangle (x, y, width and height).
|
||||
|
||||
What's changed:
|
||||
|
||||
* Renamed Phaser.Text.text to Phaser.Text.content to avoid conflict and overwrite from Pixi local var.
|
||||
* Renamed Phaser.Text.style to Phaser.Text.font to avoid conflict and overwrite from Pixi local var.
|
||||
* Phaser.Button now sets useHandCursor to true by default.
|
||||
* Change: When you start a new State all active tweens are now purged.
|
||||
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
|
||||
* Moved LinkedList.dump to Debug.dumpLinkedList(list)
|
||||
* Phaser.Animation.Frame is now Phaser.Frame
|
||||
* Phaser.Animation.FrameData is now Phaser.FrameData
|
||||
* Phaser.Animation.Parser is now Phaser.AnimationParser (also the file has renamed from Parser.js to AnimationParser.js)
|
||||
* Phaser.Loader.Parser is now Phaser.LoaderParser (also the file has renamed from Parser.js to LoaderParser.js)
|
||||
* Change: We've removed the scrollFactor property from all Game Objects. Sorry, but the new Camera system doesn't work with it and it caused all kinds of issues anyway. We will sort out a replacement for it at a later date.
|
||||
* Change: World now extends Phaser.Group. As a result we've updated GameObjectFactory and other classes that linked to it. If you have anywhere in your code that used to reference world.group you can just remove 'group' from that. So before, world.group.add() is now just world.add().
|
||||
* Change: The Camera has been completely revamped. Rather than adjusting the position of all display objects (bad) it now just shifts the position of the single world container (good!), this is much quicker and also stops the game objects positions from self-adjusting all the time, allowing for them to be properly nested with other containers.
|
||||
* Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
|
||||
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
|
||||
* The default Game.antialias value is now 'true', so graphics will be smoothed automatically in canvas. Disable it via the Game constructor or Canvas utils.
|
||||
* Phaser.Group now automatically calls updateTransform on any child added to it (avoids temp. frame glitches when new objects are rendered on their first frame).
|
||||
|
||||
What has been updated:
|
||||
|
||||
* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
|
||||
* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
|
||||
* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
|
||||
* Added Animation.paused - can be set to true/false.
|
||||
* Added support for Body.maxVelocity (thanks cocoademon)
|
||||
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
|
||||
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
|
||||
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
|
||||
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
|
||||
* World.randomX/Y now returns values anywhere in the world.bounds range (if set, otherwise 0), including negative values.
|
||||
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
|
||||
* If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
|
||||
* Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
|
||||
* World.randomX/Y now works with negative World.bounds values.
|
||||
* Tweens .to will now always return the parent (thanks powerfear)
|
||||
* You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
|
||||
* Group.alpha is now exposed publically and changes the Group container object (not the children directly, who can still have their own alpha values)
|
||||
* Device.webGL uses new inspection code to accurately catch more webGL capable devices.
|
||||
* Debug.renderSpriteBody updated to use a the new Sprite.Body.screenX/Y properties.
|
||||
* Additional checks added to AnimationManager.frame/frameName on the given values.
|
||||
* You can now null a Sprite.crop and it will clear down the crop rect area correctly.
|
||||
* Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
|
||||
* Animation.generateFrameNames can now work in reverse, so the start/stop values can create frames that increment or decrement respectively.
|
||||
* Loader updated to use xhr.responseText when loading json, csv or text files. xhr.response is still used for Web Audio binary files (thanks bubba)
|
||||
* Input.onDown and onUp events now dispatch the original event that triggered them (i.e. a MouseEvent or TouchEvent) as the 2nd parameter, after the Pointer (thanks rezoner)
|
||||
* Updated Sprite.crop significantly. Values are now cached, stopping constant Texture frame updates and you can do sprite.crop.width++ for example (thanks haden)
|
||||
* Change: Sprite.crop needs to be enabled with sprite.cropEnabled = true.
|
||||
* Sprite.loadTexture now works correctly with static images, RenderTextures and Animations.
|
||||
* Lots of fixes within Sprite.bounds. The bounds is now correct regardless of rotation, anchor or scale of the Sprite or any of its parent objects.
|
||||
|
||||
What has been fixed:
|
||||
|
||||
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using localTransform values.
|
||||
* Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
|
||||
* Fixed an issue in Animation.update where if the game was paused it would get an insane delta timer throwing a uuid error.
|
||||
* Added PixiPatch.js to patch in a few essential features until Pixi is updated.
|
||||
* Fixed issue in Animation.play where the given frameRate and loop values wouldn't overwrite those set on construction.
|
||||
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
|
||||
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
|
||||
* Fixed Particle Emitters when using Emitter width/height (thanks XekeDeath)
|
||||
* Made animation looping more robust when skipping frames (thanks XekeDeath)
|
||||
* Fix for incorrect new particle positioning (issue #73) (thanks cottonflop)
|
||||
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
|
||||
* Button.setFrames will set the current frame based on the button state immediately.
|
||||
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
|
||||
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
|
||||
* Fixed bug in LinkedList#remove that could cause first to point to a dead node (thanks onedayitwillmake)
|
||||
* Fixed Cache.addDefaultImage so the default image works in Canvas as well as WebGL. Updated to a new image (32x32 black square with green outline)
|
||||
* Fixed a bug in the Sprite transform cache check that caused the skew/scale cache to get constantly invalidated - now only updates as needed, significant performance increase!
|
||||
* Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
|
||||
* Fixed issue in Group.countLiving / countDead where the value was off by one (thanks mjablonski)
|
||||
* Fixed issue with a jittery Camera if you moved a Sprite via velocity instead of x/y placement.
|
||||
* Fixed the RandomDataGenerator.sow method so if you give in the same seed you'll now get the same results (thanks Hsaka)
|
||||
* Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
|
||||
* Fixed an issue where creating an animation with just one frame with an index of zero would cause a UUID error (thanks SYNYST3R1)
|
||||
* Fixed Rectangle.union (thanks andron77)
|
||||
* Fixed Sound.resume so it now correctly resumes playback from the point it was paused (fixes issue 51, thanks Yora).
|
||||
* Fixed issue 105 where a dragged object that was destroyed would cause an Input error (thanks onedayitwillmake)
|
||||
* Fixed Issue 111 - calling Kill on a Phaser.Graphics instance causes error on undefined events.
|
||||
* Game.destroy will now stop the raf from running as well as close down all input related event listeners (issue 92, thanks astrism)
|
||||
* Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
|
||||
|
||||
|
||||
Version 1.0.6 - September 24th 2013
|
||||
-----------------------------------
|
||||
|
||||
* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
|
||||
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
|
||||
@@ -17,7 +259,9 @@ Version 1.0.6 (September 24th 2013)
|
||||
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
|
||||
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
|
||||
|
||||
Version 1.0.5 (September 20th 2013)
|
||||
|
||||
Version 1.0.5 - September 20th 2013
|
||||
-----------------------------------
|
||||
|
||||
* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
|
||||
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
|
||||
@@ -36,7 +280,9 @@ Version 1.0.5 (September 20th 2013)
|
||||
* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
|
||||
* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
|
||||
|
||||
Version 1.0.4 (September 18th 2013)
|
||||
|
||||
Version 1.0.4 - September 18th 2013
|
||||
-----------------------------------
|
||||
|
||||
* Small fix to Phaser.Canvas to stop it from setting overflow hidden if the parent DOM element doesn't exist.
|
||||
* Added Loader.setPreloadSprite(sprite, direction) - this will automatically apply a crop rect to the Sprite which is updated in line with the load progress.
|
||||
@@ -47,7 +293,9 @@ Version 1.0.4 (September 18th 2013)
|
||||
* Fixed issue in Sprite where boundsY wasn't set (thanks Cameron)
|
||||
* For some reason there were 2 copies of the Canvas class in the build file - fixed, a few KB saved :)
|
||||
|
||||
Version 1.0.3 (September 17th 2013)
|
||||
|
||||
Version 1.0.3 - September 17th 2013
|
||||
-----------------------------------
|
||||
|
||||
* FrameData.getFrameIndexes and getFrameIndexesByName refactored into a more versatile getFrames function.
|
||||
* Various fixes to looping parameters in the Sound system.
|
||||
@@ -55,7 +303,9 @@ Version 1.0.3 (September 17th 2013)
|
||||
* Optimised AnimationManager.add so it will only get the required frames rather than all of them and is now faster at parsing the frame data.
|
||||
* Fixed Phaser.Text and Phaser.BitmapText so they now render correctly and added several Text examples.
|
||||
|
||||
Version 1.0.2 (September 16th 2013)
|
||||
|
||||
Version 1.0.2 - September 16th 2013
|
||||
-----------------------------------
|
||||
|
||||
* Added optional parameter to Animation.stop: resetFrame. If true the animation will be stopped and then the current frame reset to the first frame in the animation.
|
||||
* Fixed an issue causing 'explode' particle bursts to ignore the quantity parameter.
|
||||
@@ -67,7 +317,9 @@ Version 1.0.2 (September 16th 2013)
|
||||
* Added in the start of a Breakout game
|
||||
* Added in the start of a Platformer game
|
||||
|
||||
Version 1.0.1 (September 15th 2013)
|
||||
|
||||
Version 1.0.1 - September 15th 2013
|
||||
-----------------------------------
|
||||
|
||||
* Added checks into every Group function to ensure that the Group has children before running them.
|
||||
* Added optional flag to Group.create which allows you to set the default exists state of the Sprites.
|
||||
@@ -75,7 +327,9 @@ Version 1.0.1 (September 15th 2013)
|
||||
* Fixed the license in package.json
|
||||
* Fixed a logic bug in the separateTileX function that would sometimes cause tunneling of big sprites through small tiles.
|
||||
|
||||
|
||||
Version 0.9.8
|
||||
-------------
|
||||
|
||||
* Massive refactoring across the entire codebase.
|
||||
* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32.
|
||||
@@ -184,6 +438,7 @@ Version 0.9.8
|
||||
|
||||
|
||||
Version 0.9.6
|
||||
-------------
|
||||
|
||||
* Virtually every class now has documentation - if you spot a typo or something missing please shout (thanks pixelpicosean).
|
||||
* Grunt file updated to produce the new Special FX JS file (thanks HackManiac).
|
||||
@@ -271,7 +526,9 @@ Version 0.9.6
|
||||
* Added the GameObjectFactory to Phaser.State
|
||||
* Added new format parameter to Loader.addTextureAtlas defining the format. Currently supported: JSON Array and Starling/Sparrow XML.
|
||||
|
||||
|
||||
Version 0.9.5
|
||||
-------------
|
||||
|
||||
* Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen).
|
||||
* Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens.
|
||||
@@ -305,7 +562,9 @@ Version 0.9.5
|
||||
* Added fun new "map draw" test - rebound those carrots! :)
|
||||
* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac)
|
||||
|
||||
|
||||
Version 0.9.4
|
||||
--------------
|
||||
|
||||
* Added Tilemap.getTile, getTileFromWorldXY, getTileFromInputXY
|
||||
* Added Tilemap.setCollisionByIndex and setCollisionByRange
|
||||
@@ -317,7 +576,9 @@ Version 0.9.4
|
||||
* Fixed: Circle.isEmpty properly checks diameter (thanks bapuna)
|
||||
* Updated Gruntfile to export new version of phaser.js wrapped in a UMD block for require.js/commonJS (thanks Hackmaniac)
|
||||
|
||||
V0.9.3
|
||||
|
||||
Version 0.9.3
|
||||
-------------
|
||||
|
||||
* Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests.
|
||||
* Added GameObject.hideFromCamera(cameraID) to stop an object rendering to specific cameras (also showToCamera and clearCameraList)
|
||||
@@ -335,7 +596,9 @@ V0.9.3
|
||||
* Removed the need for DynamicTextures to require a key property and updated test cases.
|
||||
* You can now pass an array or a single value to Input.Keyboard.addKeyCapture().
|
||||
|
||||
|
||||
Version 0.9.2
|
||||
-------------
|
||||
|
||||
* Fixed issue with create not being called if there was an empty init method.
|
||||
* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
|
||||
@@ -343,7 +606,9 @@ Version 0.9.2
|
||||
* Sprite animations don't restart if you call play on them when they are already running.
|
||||
* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
|
||||
|
||||
|
||||
Version 0.9.1
|
||||
-------------
|
||||
|
||||
* Added the new align property to GameObjects that controls placement when rendering.
|
||||
* Added an align example to the Sprites test group (click the mouse to change alignment position)
|
||||
@@ -354,6 +619,7 @@ for new collision system.
|
||||
* Updated the States examples to bring in-line with 0.9 release.
|
||||
|
||||
Version 0.9
|
||||
-----------
|
||||
|
||||
* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
|
||||
* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
|
||||
@@ -364,27 +630,35 @@ Version 0.9
|
||||
* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
|
||||
* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
|
||||
|
||||
|
||||
Version 0.8
|
||||
-----------
|
||||
|
||||
* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
|
||||
* Updated texture atlas 4 demo to show this.
|
||||
* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
|
||||
* Added in DynamicTexture support and a test case for it.
|
||||
|
||||
|
||||
Version 0.7
|
||||
-----------
|
||||
|
||||
* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
|
||||
* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
|
||||
* Added the RandomDataGenerator for seeded random number generation.
|
||||
* Setting the game world size now resizes the default camera (optional bool flag)
|
||||
|
||||
|
||||
Version 0.6
|
||||
-----------
|
||||
|
||||
* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
|
||||
* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
|
||||
* Added in Device class for device inspection.
|
||||
* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
|
||||
|
||||
|
||||
Version 0.5
|
||||
-----------
|
||||
|
||||
* Initial release
|
||||
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -346,13 +440,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
|
||||
* @private
|
||||
*/
|
||||
this._parent = parent;
|
||||
this._parent = parent;
|
||||
|
||||
/**
|
||||
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
|
||||
@@ -366,33 +460,39 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
|
||||
this.name = name;
|
||||
|
||||
/**
|
||||
* @property {object} _frames
|
||||
* @property {array} _frames
|
||||
* @private
|
||||
*/
|
||||
this._frames = [];
|
||||
this._frames = [];
|
||||
this._frames = this._frames.concat(frames);
|
||||
|
||||
/**
|
||||
* @property {number} delay - The delay in ms between each frame of the Animation.
|
||||
*/
|
||||
this.delay = 1000 / delay;
|
||||
this.delay = 1000 / delay;
|
||||
|
||||
/**
|
||||
* @property {boolean} looped - The loop state of the Animation.
|
||||
*/
|
||||
this.looped = looped;
|
||||
this.looped = looped;
|
||||
|
||||
/**
|
||||
* @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?
|
||||
* @default
|
||||
*/
|
||||
this.killOnComplete = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
|
||||
* @default
|
||||
*/
|
||||
this.isFinished = false;
|
||||
this.isFinished = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
|
||||
* @default
|
||||
*/
|
||||
this.isPlaying = false;
|
||||
this.isPlaying = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isPaused - The paused state of the Animation.
|
||||
@@ -412,7 +512,7 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._frameIndex = 0;
|
||||
this._frameIndex = 0;
|
||||
|
||||
/**
|
||||
* @property {number} _frameDiff
|
||||
@@ -431,8 +531,8 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
|
||||
/**
|
||||
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
|
||||
*/
|
||||
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
||||
|
||||
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
||||
|
||||
};
|
||||
|
||||
Phaser.Animation.prototype = {
|
||||
@@ -443,10 +543,11 @@ Phaser.Animation.prototype = {
|
||||
* @method Phaser.Animation#play
|
||||
* @memberof Phaser.Animation
|
||||
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
|
||||
* @param {boolean} [loop=null] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
||||
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
||||
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
|
||||
* @return {Phaser.Animation} - A reference to this Animation instance.
|
||||
*/
|
||||
play: function (frameRate, loop) {
|
||||
play: function (frameRate, loop, killOnComplete) {
|
||||
|
||||
if (typeof frameRate === 'number')
|
||||
{
|
||||
@@ -460,8 +561,15 @@ Phaser.Animation.prototype = {
|
||||
this.looped = loop;
|
||||
}
|
||||
|
||||
if (typeof killOnComplete !== 'undefined')
|
||||
{
|
||||
// Remove the parent sprite once the animation has finished?
|
||||
this.killOnComplete = killOnComplete;
|
||||
}
|
||||
|
||||
this.isPlaying = true;
|
||||
this.isFinished = false;
|
||||
this.paused = false;
|
||||
|
||||
this._timeLastFrame = this.game.time.now;
|
||||
this._timeNextFrame = this.game.time.now + this.delay;
|
||||
@@ -469,7 +577,7 @@ Phaser.Animation.prototype = {
|
||||
this._frameIndex = 0;
|
||||
|
||||
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
|
||||
if (this._parent.events)
|
||||
{
|
||||
@@ -490,6 +598,7 @@ Phaser.Animation.prototype = {
|
||||
|
||||
this.isPlaying = true;
|
||||
this.isFinished = false;
|
||||
this.paused = false;
|
||||
|
||||
this._timeLastFrame = this.game.time.now;
|
||||
this._timeNextFrame = this.game.time.now + this.delay;
|
||||
@@ -513,6 +622,7 @@ Phaser.Animation.prototype = {
|
||||
|
||||
this.isPlaying = false;
|
||||
this.isFinished = true;
|
||||
this.paused = false;
|
||||
|
||||
if (resetFrame)
|
||||
{
|
||||
@@ -534,7 +644,7 @@ Phaser.Animation.prototype = {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
|
||||
if (this.isPlaying === true && this.game.time.now >= this._timeNextFrame)
|
||||
{
|
||||
this._frameSkip = 1;
|
||||
|
||||
@@ -578,7 +688,11 @@ Phaser.Animation.prototype = {
|
||||
else
|
||||
{
|
||||
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -615,21 +729,29 @@ Phaser.Animation.prototype = {
|
||||
|
||||
this.isPlaying = false;
|
||||
this.isFinished = true;
|
||||
this.paused = false;
|
||||
|
||||
if (this._parent.events)
|
||||
{
|
||||
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
|
||||
}
|
||||
|
||||
if (this.killOnComplete)
|
||||
{
|
||||
this._parent.kill();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Animation.prototype.constructor = Phaser.Animation;
|
||||
|
||||
/**
|
||||
* @name Phaser.Animation#paused
|
||||
* @property {boolean} paused - Gets and sets the paused state of this Animation.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Animation.prototype, "paused", {
|
||||
Object.defineProperty(Phaser.Animation.prototype, 'paused', {
|
||||
|
||||
get: function () {
|
||||
|
||||
@@ -664,7 +786,7 @@ Object.defineProperty(Phaser.Animation.prototype, "paused", {
|
||||
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
|
||||
Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {
|
||||
|
||||
get: function () {
|
||||
return this._frames.length;
|
||||
@@ -676,7 +798,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
|
||||
* @name Phaser.Animation#frame
|
||||
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Animation.prototype, "frame", {
|
||||
Object.defineProperty(Phaser.Animation.prototype, 'frame', {
|
||||
|
||||
get: function () {
|
||||
|
||||
@@ -698,7 +820,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
|
||||
if (this.currentFrame !== null)
|
||||
{
|
||||
this._frameIndex = value;
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -712,33 +834,55 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
|
||||
*
|
||||
* @method Phaser.Animation.generateFrameNames
|
||||
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
|
||||
* @param {number} min - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the min is 1.
|
||||
* @param {number} max - The number to count up to. If your frames are named 'explosion_0001' to 'explosion_0034' the max is 34.
|
||||
* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
|
||||
* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
|
||||
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
|
||||
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
|
||||
*/
|
||||
Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPad) {
|
||||
Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
|
||||
|
||||
if (typeof suffix == 'undefined') { suffix = ''; }
|
||||
|
||||
var output = [];
|
||||
var frame = '';
|
||||
|
||||
for (var i = min; i <= max; i++)
|
||||
if (start < stop)
|
||||
{
|
||||
if (typeof zeroPad == 'number')
|
||||
for (var i = start; i <= stop; i++)
|
||||
{
|
||||
// str, len, pad, dir
|
||||
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
||||
if (typeof zeroPad == 'number')
|
||||
{
|
||||
// str, len, pad, dir
|
||||
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
frame = i.toString();
|
||||
}
|
||||
|
||||
frame = prefix + frame + suffix;
|
||||
|
||||
output.push(frame);
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var i = start; i >= stop; i--)
|
||||
{
|
||||
frame = i.toString();
|
||||
if (typeof zeroPad == 'number')
|
||||
{
|
||||
// str, len, pad, dir
|
||||
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
frame = i.toString();
|
||||
}
|
||||
|
||||
frame = prefix + frame + suffix;
|
||||
|
||||
output.push(frame);
|
||||
}
|
||||
|
||||
frame = prefix + frame + suffix;
|
||||
|
||||
output.push(frame);
|
||||
}
|
||||
|
||||
return output;
|
||||
@@ -759,13 +903,13 @@ Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPa
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
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||||
<h1 class="page-title">Source: animation/AnimationManager.js</h1>
|
||||
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||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Animation Manager is used to add, play and update Phaser Animations.
|
||||
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
|
||||
*
|
||||
* @class Phaser.AnimationManager
|
||||
* @constructor
|
||||
* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
|
||||
*/
|
||||
Phaser.AnimationManager = function (sprite) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
|
||||
*/
|
||||
this.sprite = sprite;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = sprite.game;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
|
||||
* @default
|
||||
*/
|
||||
this.currentFrame = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
|
||||
* @default
|
||||
*/
|
||||
this.updateIfVisible = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
|
||||
* @default
|
||||
*/
|
||||
this.isLoaded = false;
|
||||
|
||||
/**
|
||||
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._frameData = null;
|
||||
|
||||
/**
|
||||
* @property {object} _anims - An internal object that stores all of the Animation instances.
|
||||
* @private
|
||||
*/
|
||||
this._anims = {};
|
||||
|
||||
/**
|
||||
* @property {object} _outputFrames - An internal object to help avoid gc.
|
||||
* @private
|
||||
*/
|
||||
this._outputFrames = [];
|
||||
|
||||
};
|
||||
|
||||
Phaser.AnimationManager.prototype = {
|
||||
|
||||
/**
|
||||
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
|
||||
* This is called automatically when a new Sprite is created.
|
||||
*
|
||||
* @method Phaser.AnimationManager#loadFrameData
|
||||
* @private
|
||||
* @param {Phaser.FrameData} frameData - The FrameData set to load.
|
||||
*/
|
||||
loadFrameData: function (frameData) {
|
||||
|
||||
this._frameData = frameData;
|
||||
this.frame = 0;
|
||||
this.isLoaded = true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
|
||||
* Animations added in this way are played back with the play function.
|
||||
*
|
||||
* @method Phaser.AnimationManager#add
|
||||
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
|
||||
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
|
||||
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
|
||||
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
|
||||
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
|
||||
* @return {Phaser.Animation} The Animation object that was created.
|
||||
*/
|
||||
add: function (name, frames, frameRate, loop, useNumericIndex) {
|
||||
|
||||
if (this._frameData == null)
|
||||
{
|
||||
console.warn('No FrameData available for Phaser.Animation ' + name);
|
||||
return;
|
||||
}
|
||||
|
||||
frameRate = frameRate || 60;
|
||||
|
||||
if (typeof loop === 'undefined') { loop = false; }
|
||||
|
||||
// If they didn't set the useNumericIndex then let's at least try and guess it
|
||||
if (typeof useNumericIndex === 'undefined')
|
||||
{
|
||||
if (frames && typeof frames[0] === 'number')
|
||||
{
|
||||
useNumericIndex = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
useNumericIndex = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Create the signals the AnimationManager will emit
|
||||
if (this.sprite.events.onAnimationStart == null)
|
||||
{
|
||||
this.sprite.events.onAnimationStart = new Phaser.Signal();
|
||||
this.sprite.events.onAnimationComplete = new Phaser.Signal();
|
||||
this.sprite.events.onAnimationLoop = new Phaser.Signal();
|
||||
}
|
||||
|
||||
this._outputFrames.length = 0;
|
||||
|
||||
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
|
||||
|
||||
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
|
||||
return this._anims[name];
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Check whether the frames in the given array are valid and exist.
|
||||
*
|
||||
* @method Phaser.AnimationManager#validateFrames
|
||||
* @param {Array} frames - An array of frames to be validated.
|
||||
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
|
||||
* @return {boolean} True if all given Frames are valid, otherwise false.
|
||||
*/
|
||||
validateFrames: function (frames, useNumericIndex) {
|
||||
|
||||
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
if (useNumericIndex === true)
|
||||
{
|
||||
if (frames[i] > this._frameData.total)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this._frameData.checkFrameName(frames[i]) === false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
|
||||
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
|
||||
*
|
||||
* @method Phaser.AnimationManager#play
|
||||
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
|
||||
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
|
||||
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
||||
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
|
||||
* @return {Phaser.Animation} A reference to playing Animation instance.
|
||||
*/
|
||||
play: function (name, frameRate, loop, killOnComplete) {
|
||||
|
||||
if (this._anims[name])
|
||||
{
|
||||
if (this.currentAnim == this._anims[name])
|
||||
{
|
||||
if (this.currentAnim.isPlaying === false)
|
||||
{
|
||||
this.currentAnim.paused = false;
|
||||
return this.currentAnim.play(frameRate, loop, killOnComplete);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.paused = false;
|
||||
return this.currentAnim.play(frameRate, loop, killOnComplete);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
|
||||
* The currentAnim property of the AnimationManager is automatically set to the animation given.
|
||||
*
|
||||
* @method Phaser.AnimationManager#stop
|
||||
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
|
||||
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
|
||||
*/
|
||||
stop: function (name, resetFrame) {
|
||||
|
||||
if (typeof resetFrame == 'undefined') { resetFrame = false; }
|
||||
|
||||
if (typeof name == 'string')
|
||||
{
|
||||
if (this._anims[name])
|
||||
{
|
||||
this.currentAnim = this._anims[name];
|
||||
this.currentAnim.stop(resetFrame);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.currentAnim)
|
||||
{
|
||||
this.currentAnim.stop(resetFrame);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
|
||||
*
|
||||
* @method Phaser.AnimationManager#update
|
||||
* @protected
|
||||
* @return {boolean} True if a new animation frame has been set, otherwise false.
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (this.updateIfVisible && this.sprite.visible === false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.currentAnim && this.currentAnim.update() === true)
|
||||
{
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns an animation that was previously added by name.
|
||||
*
|
||||
* @method Phaser.AnimationManager#getAnimation
|
||||
* @param {string} name - The name of the animation to be returned, e.g. "fire".
|
||||
* @return {Phaser.Animation|boolean} The Animation instance, if found, otherwise false.
|
||||
*/
|
||||
getAnimation: function (name) {
|
||||
|
||||
if (typeof name == 'string')
|
||||
{
|
||||
if (this._anims[name])
|
||||
{
|
||||
return this._anims[name];
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
|
||||
*
|
||||
* @method Phaser.AnimationManager#refreshFrame
|
||||
*/
|
||||
refreshFrame: function () {
|
||||
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
|
||||
*
|
||||
* @method Phaser.AnimationManager#destroy
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
this._anims = {};
|
||||
this._frameData = null;
|
||||
this._frameIndex = 0;
|
||||
this.currentAnim = null;
|
||||
this.currentFrame = null;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frameData
|
||||
* @property {Phaser.FrameData} frameData - The current animations FrameData.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
|
||||
|
||||
get: function () {
|
||||
return this._frameData;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frameTotal
|
||||
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this._frameData)
|
||||
{
|
||||
return this._frameData.total;
|
||||
}
|
||||
else
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#paused
|
||||
* @property {boolean} paused - Gets and sets the paused state of the current animation.
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.currentAnim.isPaused;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this.currentAnim.paused = value;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frame
|
||||
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this._frameIndex;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
|
||||
{
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
this._frameIndex = value;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.AnimationManager#frameName
|
||||
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
|
||||
*/
|
||||
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
return this.currentFrame.name;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)
|
||||
{
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
this.sprite.currentFrame = this.currentFrame;
|
||||
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Cannot set frameName: ' + value);
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -343,9 +437,11 @@ Phaser.AnimationParser = {
|
||||
* @param {number} frameWidth - The fixed width of each frame of the animation.
|
||||
* @param {number} frameHeight - The fixed height of each frame of the animation.
|
||||
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
|
||||
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
|
||||
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
|
||||
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
||||
*/
|
||||
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
|
||||
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
|
||||
|
||||
// How big is our image?
|
||||
var img = game.cache.getImage(key);
|
||||
@@ -378,7 +474,7 @@ Phaser.AnimationParser = {
|
||||
}
|
||||
|
||||
// Zero or smaller than frame sizes?
|
||||
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
|
||||
if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
|
||||
{
|
||||
console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
|
||||
return null;
|
||||
@@ -386,8 +482,8 @@ Phaser.AnimationParser = {
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.FrameData();
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
var x = margin;
|
||||
var y = margin;
|
||||
|
||||
for (var i = 0; i < total; i++)
|
||||
{
|
||||
@@ -402,12 +498,12 @@ Phaser.AnimationParser = {
|
||||
height: frameHeight
|
||||
});
|
||||
|
||||
x += frameWidth;
|
||||
x += frameWidth + spacing;
|
||||
|
||||
if (x === width)
|
||||
{
|
||||
x = 0;
|
||||
y += frameHeight;
|
||||
x = margin;
|
||||
y += frameHeight + spacing;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -447,13 +543,13 @@ Phaser.AnimationParser = {
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(
|
||||
i,
|
||||
frames[i].frame.x,
|
||||
frames[i].frame.y,
|
||||
frames[i].frame.w,
|
||||
frames[i].frame.h,
|
||||
frames[i].filename,
|
||||
frames[i].frame.x,
|
||||
frames[i].frame.y,
|
||||
frames[i].frame.w,
|
||||
frames[i].frame.h,
|
||||
frames[i].filename,
|
||||
uuid
|
||||
));
|
||||
));
|
||||
|
||||
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
||||
x: frames[i].frame.x,
|
||||
@@ -465,12 +561,12 @@ Phaser.AnimationParser = {
|
||||
if (frames[i].trimmed)
|
||||
{
|
||||
newFrame.setTrim(
|
||||
frames[i].trimmed,
|
||||
frames[i].sourceSize.w,
|
||||
frames[i].sourceSize.h,
|
||||
frames[i].spriteSourceSize.x,
|
||||
frames[i].spriteSourceSize.y,
|
||||
frames[i].spriteSourceSize.w,
|
||||
frames[i].trimmed,
|
||||
frames[i].sourceSize.w,
|
||||
frames[i].sourceSize.h,
|
||||
frames[i].spriteSourceSize.x,
|
||||
frames[i].spriteSourceSize.y,
|
||||
frames[i].spriteSourceSize.w,
|
||||
frames[i].spriteSourceSize.h
|
||||
);
|
||||
|
||||
@@ -519,10 +615,10 @@ Phaser.AnimationParser = {
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(
|
||||
i,
|
||||
frames[key].frame.x,
|
||||
frames[key].frame.y,
|
||||
frames[key].frame.w,
|
||||
frames[key].frame.h,
|
||||
frames[key].frame.x,
|
||||
frames[key].frame.y,
|
||||
frames[key].frame.w,
|
||||
frames[key].frame.h,
|
||||
key,
|
||||
uuid
|
||||
));
|
||||
@@ -537,12 +633,12 @@ Phaser.AnimationParser = {
|
||||
if (frames[key].trimmed)
|
||||
{
|
||||
newFrame.setTrim(
|
||||
frames[key].trimmed,
|
||||
frames[key].sourceSize.w,
|
||||
frames[key].sourceSize.h,
|
||||
frames[key].spriteSourceSize.x,
|
||||
frames[key].spriteSourceSize.y,
|
||||
frames[key].spriteSourceSize.w,
|
||||
frames[key].trimmed,
|
||||
frames[key].sourceSize.w,
|
||||
frames[key].sourceSize.h,
|
||||
frames[key].spriteSourceSize.x,
|
||||
frames[key].spriteSourceSize.y,
|
||||
frames[key].spriteSourceSize.w,
|
||||
frames[key].spriteSourceSize.h
|
||||
);
|
||||
|
||||
@@ -582,55 +678,62 @@ Phaser.AnimationParser = {
|
||||
var data = new Phaser.FrameData();
|
||||
var frames = xml.getElementsByTagName('SubTexture');
|
||||
var newFrame;
|
||||
|
||||
var uuid;
|
||||
var name;
|
||||
var frame;
|
||||
var x;
|
||||
var y;
|
||||
var width;
|
||||
var height;
|
||||
var frameX;
|
||||
var frameY;
|
||||
var frameWidth;
|
||||
var frameHeight;
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
var uuid = game.rnd.uuid();
|
||||
uuid = game.rnd.uuid();
|
||||
|
||||
var frame = frames[i].attributes;
|
||||
frame = frames[i].attributes;
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(
|
||||
i,
|
||||
frame.x.nodeValue,
|
||||
frame.y.nodeValue,
|
||||
frame.width.nodeValue,
|
||||
frame.height.nodeValue,
|
||||
frame.name.nodeValue,
|
||||
uuid
|
||||
));
|
||||
name = frame.name.nodeValue;
|
||||
x = parseInt(frame.x.nodeValue, 10);
|
||||
y = parseInt(frame.y.nodeValue, 10);
|
||||
width = parseInt(frame.width.nodeValue, 10);
|
||||
height = parseInt(frame.height.nodeValue, 10);
|
||||
|
||||
frameX = null;
|
||||
frameY = null;
|
||||
|
||||
if (frame.frameX)
|
||||
{
|
||||
frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
|
||||
frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
|
||||
frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
|
||||
frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
|
||||
}
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
|
||||
|
||||
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
||||
x: frame.x.nodeValue,
|
||||
y: frame.y.nodeValue,
|
||||
width: frame.width.nodeValue,
|
||||
height: frame.height.nodeValue
|
||||
x: x,
|
||||
y: y,
|
||||
width: width,
|
||||
height: height
|
||||
});
|
||||
|
||||
// Trimmed?
|
||||
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0')
|
||||
if (frameX !== null || frameY !== null)
|
||||
{
|
||||
newFrame.setTrim(
|
||||
true,
|
||||
frame.width.nodeValue,
|
||||
frame.height.nodeValue,
|
||||
Math.abs(frame.frameX.nodeValue),
|
||||
Math.abs(frame.frameY.nodeValue),
|
||||
frame.frameWidth.nodeValue,
|
||||
frame.frameHeight.nodeValue
|
||||
);
|
||||
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
|
||||
|
||||
PIXI.TextureCache[uuid].realSize = {
|
||||
x: Math.abs(frame.frameX.nodeValue),
|
||||
y: Math.abs(frame.frameY.nodeValue),
|
||||
w: frame.frameWidth.nodeValue,
|
||||
h: frame.frameHeight.nodeValue
|
||||
};
|
||||
PIXI.TextureCache[uuid].realSize = { x: frameX, y: frameY, w: frameWidth, h: frameHeight };
|
||||
|
||||
// We had to hack Pixi to get this to work :(
|
||||
PIXI.TextureCache[uuid].trimmed = true;
|
||||
PIXI.TextureCache[uuid].trim.x = Math.abs(frame.frameX.nodeValue);
|
||||
PIXI.TextureCache[uuid].trim.y = Math.abs(frame.frameY.nodeValue);
|
||||
|
||||
PIXI.TextureCache[uuid].trim.x = frameX;
|
||||
PIXI.TextureCache[uuid].trim.y = frameY;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -654,13 +757,13 @@ Phaser.AnimationParser = {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,712 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: gameobjects/BitmapText.js</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Color.html">Color</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: gameobjects/BitmapText.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Creates a new BitmapText object.
|
||||
*
|
||||
* @class Phaser.BitmapText
|
||||
*
|
||||
* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
|
||||
*
|
||||
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
|
||||
*
|
||||
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
|
||||
*
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {number} x - X position of the new bitmapText object.
|
||||
* @param {number} y - Y position of the new bitmapText object.
|
||||
* @param {string} text - The actual text that will be written.
|
||||
* @param {object} style - The style object containing style attributes like font, font size , etc.
|
||||
*/
|
||||
Phaser.BitmapText = function (game, x, y, text, style) {
|
||||
|
||||
x = x || 0;
|
||||
y = y || 0;
|
||||
text = text || '';
|
||||
style = style || '';
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
|
||||
* @default
|
||||
*/
|
||||
this.exists = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
|
||||
* @default
|
||||
*/
|
||||
this.alive = true;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Group} group - The parent Group of this BitmapText.
|
||||
*/
|
||||
this.group = null;
|
||||
|
||||
/**
|
||||
* @property {string} name - The user defined name given to this BitmapText.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {number} type - The const type of this object.
|
||||
* @readonly
|
||||
*/
|
||||
this.type = Phaser.BITMAPTEXT;
|
||||
|
||||
PIXI.BitmapText.call(this, text, style);
|
||||
|
||||
/**
|
||||
* @property {number} position.x - The x position of this object.
|
||||
*/
|
||||
this.position.x = x;
|
||||
|
||||
/**
|
||||
* @property {number} position.y - The y position of this object.
|
||||
*/
|
||||
this.position.y = y;
|
||||
|
||||
/**
|
||||
* The anchor sets the origin point of the texture.
|
||||
* The default is 0,0 this means the textures origin is the top left
|
||||
* Setting than anchor to 0.5,0.5 means the textures origin is centered
|
||||
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
|
||||
*
|
||||
* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
|
||||
*/
|
||||
this.anchor = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
|
||||
*/
|
||||
this.scale = new Phaser.Point(1, 1);
|
||||
|
||||
/**
|
||||
* @property {object} _cache - A mini cache for storing all of the calculated values.
|
||||
* @private
|
||||
*/
|
||||
this._cache = {
|
||||
|
||||
dirty: false,
|
||||
|
||||
// Transform cache
|
||||
a00: 1,
|
||||
a01: 0,
|
||||
a02: x,
|
||||
a10: 0,
|
||||
a11: 1,
|
||||
a12: y,
|
||||
id: 1,
|
||||
|
||||
// The previous calculated position
|
||||
x: -1,
|
||||
y: -1,
|
||||
|
||||
// The actual scale values based on the worldTransform
|
||||
scaleX: 1,
|
||||
scaleY: 1
|
||||
|
||||
};
|
||||
|
||||
this._cache.x = this.x;
|
||||
this._cache.y = this.y;
|
||||
|
||||
};
|
||||
|
||||
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
|
||||
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
|
||||
|
||||
/**
|
||||
* Automatically called by World.update
|
||||
* @method Phaser.BitmapText.prototype.update
|
||||
*/
|
||||
Phaser.BitmapText.prototype.update = function() {
|
||||
|
||||
if (!this.exists)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._cache.dirty = false;
|
||||
|
||||
this._cache.x = this.x;
|
||||
this._cache.y = this.y;
|
||||
|
||||
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
||||
{
|
||||
this.position.x = this._cache.x;
|
||||
this.position.y = this._cache.y;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
this.pivot.x = this.anchor.x * this.width;
|
||||
this.pivot.y = this.anchor.y * this.height;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* @method Phaser.Text.prototype.destroy
|
||||
*/
|
||||
Phaser.BitmapText.prototype.destroy = function() {
|
||||
|
||||
if (this.group)
|
||||
{
|
||||
this.group.remove(this);
|
||||
}
|
||||
|
||||
if (this.canvas && this.canvas.parentNode)
|
||||
{
|
||||
this.canvas.parentNode.removeChild(this.canvas);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.canvas = null;
|
||||
this.context = null;
|
||||
}
|
||||
|
||||
this.exists = false;
|
||||
|
||||
this.group = null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Indicates the rotation of the BitmapText, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
||||
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
||||
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
|
||||
* @name Phaser.BitmapText#angle
|
||||
* @property {number} angle - Gets or sets the angle of rotation in degrees.
|
||||
*/
|
||||
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
|
||||
|
||||
get: function() {
|
||||
return Phaser.Math.radToDeg(this.rotation);
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.rotation = Phaser.Math.degToRad(value);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The x coordinate of this object in world space.
|
||||
* @name Phaser.BitmapText#x
|
||||
* @property {number} x - The x coordinate of this object in world space.
|
||||
*/
|
||||
Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
|
||||
|
||||
get: function() {
|
||||
return this.position.x;
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.position.x = value;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The y coordinate of this object in world space.
|
||||
* @name Phaser.BitmapText#y
|
||||
* @property {number} y - The y coordinate of this object in world space.
|
||||
*/
|
||||
Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
|
||||
|
||||
get: function() {
|
||||
return this.position.y;
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.position.y = value;
|
||||
}
|
||||
|
||||
});
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
+1997
File diff suppressed because it is too large
Load Diff
+1114
File diff suppressed because it is too large
Load Diff
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,69 +417,80 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Phaser.Cache constructor.
|
||||
*
|
||||
* @class Phaser.Cache
|
||||
* @classdesc A game only has one instance of a Cache and it is used to store all externally loaded assets such
|
||||
* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
|
||||
* @class Phaser.Cache
|
||||
* @classdesc A game only has one instance of a Cache and it is used to store all externally loaded assets such as images, sounds and data files as a result of Loader calls. Cached items use string based keys for look-up.
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
*/
|
||||
Phaser.Cache = function (game) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - Local reference to game.
|
||||
*/
|
||||
this.game = game;
|
||||
* @property {Phaser.Game} game - Local reference to game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {object} game - Canvas key-value container.
|
||||
* @private
|
||||
*/
|
||||
/**
|
||||
* @property {object} game - Canvas key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._canvases = {};
|
||||
|
||||
/**
|
||||
* @property {object} _images - Image key-value container.
|
||||
* @private
|
||||
*/
|
||||
* @property {object} _images - Image key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._images = {};
|
||||
|
||||
/**
|
||||
* @property {object} _textures - RenderTexture key-value container.
|
||||
* @private
|
||||
*/
|
||||
* @property {object} _textures - RenderTexture key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._textures = {};
|
||||
|
||||
/**
|
||||
* @property {object} _sounds - Sound key-value container.
|
||||
* @private
|
||||
*/
|
||||
* @property {object} _sounds - Sound key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._sounds = {};
|
||||
|
||||
/**
|
||||
* @property {object} _text - Text key-value container.
|
||||
* @private
|
||||
*/
|
||||
* @property {object} _text - Text key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._text = {};
|
||||
|
||||
/**
|
||||
* @property {object} _tilemaps - Tilemap key-value container.
|
||||
* @private
|
||||
*/
|
||||
* @property {object} _tilemaps - Tilemap key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._tilemaps = {};
|
||||
|
||||
|
||||
this.addDefaultImage();
|
||||
/**
|
||||
* @property {object} _binary - Binary file key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._binary = {};
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onSoundUnlock - Description.
|
||||
*/
|
||||
this.onSoundUnlock = new Phaser.Signal;
|
||||
* @property {object} _bitmapDatas - BitmapData key-value container.
|
||||
* @private
|
||||
*/
|
||||
this._bitmapDatas = {};
|
||||
|
||||
this.addDefaultImage();
|
||||
this.addMissingImage();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices.
|
||||
*/
|
||||
this.onSoundUnlock = new Phaser.Signal();
|
||||
|
||||
};
|
||||
|
||||
@@ -404,12 +509,39 @@ Phaser.Cache.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a binary object in to the cache.
|
||||
* @method Phaser.Cache#addBinary
|
||||
* @param {string} key - Asset key for this binary data.
|
||||
* @param {object} binaryData - The binary object to be addded to the cache.
|
||||
*/
|
||||
addBinary: function (key, binaryData) {
|
||||
|
||||
this._binary[key] = binaryData;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a BitmapData object in to the cache.
|
||||
* @method Phaser.Cache#addBitmapData
|
||||
* @param {string} key - Asset key for this BitmapData.
|
||||
* @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.
|
||||
* @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.
|
||||
*/
|
||||
addBitmapData: function (key, bitmapData) {
|
||||
|
||||
this._bitmapDatas[key] = bitmapData;
|
||||
|
||||
return bitmapData;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a new Phaser.RenderTexture in to the cache.
|
||||
*
|
||||
* @method Phaser.Cache#addRenderTexture
|
||||
* @param {string} key - The unique key by which you will reference this object.
|
||||
* @param {Phaser.Texture} textue - The texture to use as the base of the RenderTexture.
|
||||
* @param {Phaser.Texture} texture - The texture to use as the base of the RenderTexture.
|
||||
*/
|
||||
addRenderTexture: function (key, texture) {
|
||||
|
||||
@@ -428,16 +560,18 @@ Phaser.Cache.prototype = {
|
||||
* @param {object} data - Extra sprite sheet data.
|
||||
* @param {number} frameWidth - Width of the sprite sheet.
|
||||
* @param {number} frameHeight - Height of the sprite sheet.
|
||||
* @param {number} frameMax - How many frames stored in the sprite sheet.
|
||||
* @param {number} [frameMax=-1] - How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly.
|
||||
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
|
||||
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
|
||||
*/
|
||||
addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) {
|
||||
addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) {
|
||||
|
||||
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
|
||||
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight, margin: margin, spacing: spacing };
|
||||
|
||||
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
|
||||
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
|
||||
|
||||
this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
|
||||
this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax, margin, spacing);
|
||||
|
||||
},
|
||||
|
||||
@@ -447,16 +581,12 @@ Phaser.Cache.prototype = {
|
||||
* @method Phaser.Cache#addTilemap
|
||||
* @param {string} key - The unique key by which you will reference this object.
|
||||
* @param {string} url - URL of the tilemap image.
|
||||
* @param {object} data - Tilemap data.
|
||||
* @param {object} mapData - The tilemap data object.
|
||||
* @param {object} mapData - The tilemap data object (either a CSV or JSON file).
|
||||
* @param {number} format - The format of the tilemap data.
|
||||
*/
|
||||
addTilemap: function (key, url, data, mapData, format) {
|
||||
addTilemap: function (key, url, mapData, format) {
|
||||
|
||||
this._tilemaps[key] = { url: url, data: data, spriteSheet: true, mapData: mapData, format: format };
|
||||
|
||||
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
|
||||
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
|
||||
this._tilemaps[key] = { url: url, data: mapData, format: format };
|
||||
|
||||
},
|
||||
|
||||
@@ -514,22 +644,55 @@ Phaser.Cache.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a default image to be used when a key is wrong / missing. Is mapped to the key __default.
|
||||
* Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default.
|
||||
*
|
||||
* @method Phaser.Cache#addDefaultImage
|
||||
*/
|
||||
addDefaultImage: function () {
|
||||
|
||||
this._images['__default'] = { url: null, data: null, spriteSheet: false };
|
||||
var img = new Image();
|
||||
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==";
|
||||
|
||||
this._images['__default'] = { url: null, data: img, spriteSheet: false };
|
||||
this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
|
||||
|
||||
var base = new PIXI.BaseTexture();
|
||||
base.width = 32;
|
||||
base.height = 32;
|
||||
base.hasLoaded = true; // avoids a hanging event listener
|
||||
PIXI.BaseTextureCache['__default'] = new PIXI.BaseTexture(img);
|
||||
PIXI.TextureCache['__default'] = new PIXI.Texture(PIXI.BaseTextureCache['__default']);
|
||||
|
||||
PIXI.BaseTextureCache['__default'] = base;
|
||||
PIXI.TextureCache['__default'] = new PIXI.Texture(base);
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds an image to be used when a key is wrong / missing. Is mapped to the key __missing.
|
||||
*
|
||||
* @method Phaser.Cache#addMissingImage
|
||||
*/
|
||||
addMissingImage: function () {
|
||||
|
||||
var img = new Image();
|
||||
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==";
|
||||
|
||||
this._images['__missing'] = { url: null, data: img, spriteSheet: false };
|
||||
this._images['__missing'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
|
||||
|
||||
PIXI.BaseTextureCache['__missing'] = new PIXI.BaseTexture(img);
|
||||
PIXI.TextureCache['__missing'] = new PIXI.Texture(PIXI.BaseTextureCache['__missing']);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a new text data.
|
||||
*
|
||||
* @method Phaser.Cache#addText
|
||||
* @param {string} key - Asset key for the text data.
|
||||
* @param {string} url - URL of this text data file.
|
||||
* @param {object} data - Extra text data.
|
||||
*/
|
||||
addText: function (key, url, data) {
|
||||
|
||||
this._text[key] = {
|
||||
url: url,
|
||||
data: data
|
||||
};
|
||||
|
||||
},
|
||||
|
||||
@@ -544,7 +707,8 @@ Phaser.Cache.prototype = {
|
||||
addImage: function (key, url, data) {
|
||||
|
||||
this._images[key] = { url: url, data: data, spriteSheet: false };
|
||||
this._images[key].frame = new Phaser.Frame(0, 0, 0, data.width, data.height, '', '');
|
||||
|
||||
this._images[key].frame = new Phaser.Frame(0, 0, 0, data.width, data.height, key, this.game.rnd.uuid());
|
||||
|
||||
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
|
||||
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
|
||||
@@ -566,7 +730,6 @@ Phaser.Cache.prototype = {
|
||||
webAudio = webAudio || true;
|
||||
audioTag = audioTag || false;
|
||||
|
||||
var locked = this.game.sound.touchLocked;
|
||||
var decoded = false;
|
||||
|
||||
if (audioTag)
|
||||
@@ -574,12 +737,13 @@ Phaser.Cache.prototype = {
|
||||
decoded = true;
|
||||
}
|
||||
|
||||
this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
|
||||
this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag, locked: this.game.sound.touchLocked };
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Reload a sound.
|
||||
*
|
||||
* @method Phaser.Cache#reloadSound
|
||||
* @param {string} key - Asset key for the sound.
|
||||
*/
|
||||
@@ -600,7 +764,8 @@ Phaser.Cache.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
* Fires the onSoundUnlock event when the sound has completed reloading.
|
||||
*
|
||||
* @method Phaser.Cache#reloadSoundComplete
|
||||
* @param {string} key - Asset key for the sound.
|
||||
*/
|
||||
@@ -615,7 +780,8 @@ Phaser.Cache.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
* Updates the sound object in the cache.
|
||||
*
|
||||
* @method Phaser.Cache#updateSound
|
||||
* @param {string} key - Asset key for the sound.
|
||||
*/
|
||||
@@ -628,13 +794,13 @@ Phaser.Cache.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a new decoded sound.
|
||||
/**
|
||||
* Add a new decoded sound.
|
||||
*
|
||||
* @method Phaser.Cache#decodedSound
|
||||
* @param {string} key - Asset key for the sound.
|
||||
* @param {object} data - Extra sound data.
|
||||
*/
|
||||
* @param {string} key - Asset key for the sound.
|
||||
* @param {object} data - Extra sound data.
|
||||
*/
|
||||
decodedSound: function (key, data) {
|
||||
|
||||
this._sounds[key].data = data;
|
||||
@@ -643,47 +809,53 @@ Phaser.Cache.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a new text data.
|
||||
*
|
||||
* @method Phaser.Cache#addText
|
||||
* @param {string} key - Asset key for the text data.
|
||||
* @param {string} url - URL of this text data file.
|
||||
* @param {object} data - Extra text data.
|
||||
*/
|
||||
addText: function (key, url, data) {
|
||||
|
||||
this._text[key] = {
|
||||
url: url,
|
||||
data: data
|
||||
};
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get acanvas object from the cache by its key.
|
||||
/**
|
||||
* Get a canvas object from the cache by its key.
|
||||
*
|
||||
* @method Phaser.Cache#getCanvas
|
||||
* @param {string} key - Asset key of the canvas you want.
|
||||
* @return {object} The canvas you want.
|
||||
*/
|
||||
* @param {string} key - Asset key of the canvas to retrieve from the Cache.
|
||||
* @return {object} The canvas object.
|
||||
*/
|
||||
getCanvas: function (key) {
|
||||
|
||||
if (this._canvases[key])
|
||||
{
|
||||
return this._canvases[key].canvas;
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getCanvas: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get a BitmapData object from the cache by its key.
|
||||
*
|
||||
* @method Phaser.Cache#getBitmapData
|
||||
* @param {string} key - Asset key of the BitmapData object to retrieve from the Cache.
|
||||
* @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
|
||||
*/
|
||||
getBitmapData: function (key) {
|
||||
|
||||
if (this._bitmapDatas[key])
|
||||
{
|
||||
return this._bitmapDatas[key];
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getBitmapData: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
return null;
|
||||
},
|
||||
|
||||
/**
|
||||
* Checks if an image key exists.
|
||||
*
|
||||
* @method Phaser.Cache#checkImageKey
|
||||
* @param {string} key - Asset key of the image you want.
|
||||
* @param {string} key - Asset key of the image to check is in the Cache.
|
||||
* @return {boolean} True if the key exists, otherwise false.
|
||||
*/
|
||||
*/
|
||||
checkImageKey: function (key) {
|
||||
|
||||
if (this._images[key])
|
||||
@@ -695,47 +867,53 @@ Phaser.Cache.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get image data by key.
|
||||
/**
|
||||
* Get image data by key.
|
||||
*
|
||||
* @method Phaser.Cache#getImage
|
||||
* @param {string} key - Asset key of the image you want.
|
||||
* @return {object} The image data you want.
|
||||
*/
|
||||
* @param {string} key - Asset key of the image to retrieve from the Cache.
|
||||
* @return {object} The image data.
|
||||
*/
|
||||
getImage: function (key) {
|
||||
|
||||
if (this._images[key])
|
||||
{
|
||||
return this._images[key].data;
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getImage: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
return null;
|
||||
},
|
||||
|
||||
/**
|
||||
* Get tilemap data by key.
|
||||
*
|
||||
* @method Phaser.Cache#getTilemap
|
||||
* @param {string} key - Asset key of the tilemap you want.
|
||||
* @return {Phaser.Tilemap} The tilemap data. The tileset image is in the data property, the map data in mapData.
|
||||
* @param {string} key - Asset key of the tilemap data to retrieve from the Cache.
|
||||
* @return {Object} The raw tilemap data in CSV or JSON format.
|
||||
*/
|
||||
getTilemap: function (key) {
|
||||
getTilemapData: function (key) {
|
||||
|
||||
if (this._tilemaps[key])
|
||||
{
|
||||
return this._tilemaps[key];
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getTilemapData: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
return null;
|
||||
},
|
||||
|
||||
/**
|
||||
* Get frame data by key.
|
||||
/**
|
||||
* Get frame data by key.
|
||||
*
|
||||
* @method Phaser.Cache#getFrameData
|
||||
* @param {string} key - Asset key of the frame data you want.
|
||||
* @return {Phaser.FrameData} The frame data you want.
|
||||
*/
|
||||
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
|
||||
* @return {Phaser.FrameData} The frame data.
|
||||
*/
|
||||
getFrameData: function (key) {
|
||||
|
||||
if (this._images[key] && this._images[key].frameData)
|
||||
@@ -750,8 +928,8 @@ Phaser.Cache.prototype = {
|
||||
* Get a single frame out of a frameData set by key.
|
||||
*
|
||||
* @method Phaser.Cache#getFrameByIndex
|
||||
* @param {string} key - Asset key of the frame data you want.
|
||||
* @return {Phaser.Frame} The frame data you want.
|
||||
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
|
||||
* @return {Phaser.Frame} The frame object.
|
||||
*/
|
||||
getFrameByIndex: function (key, frame) {
|
||||
|
||||
@@ -767,8 +945,8 @@ Phaser.Cache.prototype = {
|
||||
* Get a single frame out of a frameData set by key.
|
||||
*
|
||||
* @method Phaser.Cache#getFrameByName
|
||||
* @param {string} key - Asset key of the frame data you want.
|
||||
* @return {Phaser.Frame} The frame data you want.
|
||||
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
|
||||
* @return {Phaser.Frame} The frame object.
|
||||
*/
|
||||
getFrameByName: function (key, frame) {
|
||||
|
||||
@@ -784,12 +962,12 @@ Phaser.Cache.prototype = {
|
||||
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
|
||||
*
|
||||
* @method Phaser.Cache#getFrame
|
||||
* @param {string} key - Asset key of the frame data you want.
|
||||
* @return {Phaser.Frame} The frame data you want.
|
||||
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
|
||||
* @return {Phaser.Frame} The frame data.
|
||||
*/
|
||||
getFrame: function (key) {
|
||||
|
||||
if (this._images[key] && this._images[key].spriteSheet == false)
|
||||
if (this._images[key] && this._images[key].spriteSheet === false)
|
||||
{
|
||||
return this._images[key].frame;
|
||||
}
|
||||
@@ -798,11 +976,11 @@ Phaser.Cache.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
|
||||
* Get a single texture frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
|
||||
*
|
||||
* @method Phaser.Cache#getTextureFrame
|
||||
* @param {string} key - Asset key of the frame data you want.
|
||||
* @return {Phaser.Frame} The frame data you want.
|
||||
* @param {string} key - Asset key of the frame to retrieve from the Cache.
|
||||
* @return {Phaser.Frame} The frame data.
|
||||
*/
|
||||
getTextureFrame: function (key) {
|
||||
|
||||
@@ -818,8 +996,8 @@ Phaser.Cache.prototype = {
|
||||
* Get a RenderTexture by key.
|
||||
*
|
||||
* @method Phaser.Cache#getTexture
|
||||
* @param {string} key - Asset key of the RenderTexture you want.
|
||||
* @return {Phaser.RenderTexture} The RenderTexture you want.
|
||||
* @param {string} key - Asset key of the RenderTexture to retrieve from the Cache.
|
||||
* @return {Phaser.RenderTexture} The RenderTexture object.
|
||||
*/
|
||||
getTexture: function (key) {
|
||||
|
||||
@@ -827,54 +1005,60 @@ Phaser.Cache.prototype = {
|
||||
{
|
||||
return this._textures[key];
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getTexture: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get sound by key.
|
||||
/**
|
||||
* Get sound by key.
|
||||
*
|
||||
* @method Phaser.Cache#getSound
|
||||
* @param {string} key - Asset key of the sound you want.
|
||||
* @return {Phaser.Sound} The sound you want.
|
||||
*/
|
||||
* @param {string} key - Asset key of the sound to retrieve from the Cache.
|
||||
* @return {Phaser.Sound} The sound object.
|
||||
*/
|
||||
getSound: function (key) {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
return this._sounds[key];
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getSound: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get sound data by key.
|
||||
/**
|
||||
* Get sound data by key.
|
||||
*
|
||||
* @method Phaser.Cache#getSoundData
|
||||
* @param {string} key - Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
* @param {string} key - Asset key of the sound to retrieve from the Cache.
|
||||
* @return {object} The sound data.
|
||||
*/
|
||||
getSoundData: function (key) {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
return this._sounds[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getSoundData: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Check if the given sound has finished decoding.
|
||||
/**
|
||||
* Check if the given sound has finished decoding.
|
||||
*
|
||||
* @method Phaser.Cache#isSoundDecoded
|
||||
* @param {string} key - Asset key of the sound you want.
|
||||
* @return {boolean} The decoded state of the Sound object.
|
||||
*/
|
||||
* @param {string} key - Asset key of the sound in the Cache.
|
||||
* @return {boolean} The decoded state of the Sound object.
|
||||
*/
|
||||
isSoundDecoded: function (key) {
|
||||
|
||||
if (this._sounds[key])
|
||||
@@ -884,26 +1068,26 @@ Phaser.Cache.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
|
||||
/**
|
||||
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
|
||||
*
|
||||
* @method Phaser.Cache#isSoundReady
|
||||
* @param {string} key - Asset key of the sound you want.
|
||||
* @return {boolean} True if the sound is decoded and the device is not touch locked.
|
||||
*/
|
||||
* @param {string} key - Asset key of the sound in the Cache.
|
||||
* @return {boolean} True if the sound is decoded and the device is not touch locked.
|
||||
*/
|
||||
isSoundReady: function (key) {
|
||||
|
||||
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked == false);
|
||||
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked === false);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Check whether an image asset is sprite sheet or not.
|
||||
/**
|
||||
* Check whether an image asset is sprite sheet or not.
|
||||
*
|
||||
* @method Phaser.Cache#isSpriteSheet
|
||||
* @param {string} key - Asset key of the sprite sheet you want.
|
||||
* @return {boolean} True if the image is a sprite sheet.
|
||||
*/
|
||||
* @param {string} key - Asset key of the sprite sheet you want.
|
||||
* @return {boolean} True if the image is a sprite sheet.
|
||||
*/
|
||||
isSpriteSheet: function (key) {
|
||||
|
||||
if (this._images[key])
|
||||
@@ -915,21 +1099,43 @@ Phaser.Cache.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get text data by key.
|
||||
/**
|
||||
* Get text data by key.
|
||||
*
|
||||
* @method Phaser.Cache#getText
|
||||
* @param {string} key - Asset key of the text data you want.
|
||||
* @return {object} The text data you want.
|
||||
*/
|
||||
* @param {string} key - Asset key of the text data to retrieve from the Cache.
|
||||
* @return {object} The text data.
|
||||
*/
|
||||
getText: function (key) {
|
||||
|
||||
if (this._text[key])
|
||||
{
|
||||
return this._text[key].data;
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getText: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
return null;
|
||||
/**
|
||||
* Get binary data by key.
|
||||
*
|
||||
* @method Phaser.Cache#getBinary
|
||||
* @param {string} key - Asset key of the binary data object to retrieve from the Cache.
|
||||
* @return {object} The binary data object.
|
||||
*/
|
||||
getBinary: function (key) {
|
||||
|
||||
if (this._binary[key])
|
||||
{
|
||||
return this._binary[key];
|
||||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Cache.getBinary: Invalid key: "' + key + '"');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
@@ -947,7 +1153,7 @@ Phaser.Cache.prototype = {
|
||||
|
||||
for (var item in array)
|
||||
{
|
||||
if (item !== '__default')
|
||||
if (item !== '__default' && item !== '__missing')
|
||||
{
|
||||
output.push(item);
|
||||
}
|
||||
@@ -957,42 +1163,42 @@ Phaser.Cache.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Images in the Cache.
|
||||
/**
|
||||
* Returns an array containing all of the keys of Images in the Cache.
|
||||
*
|
||||
* @method Phaser.Cache#getImageKeys
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
getImageKeys: function () {
|
||||
return this.getKeys(this._images);
|
||||
return this.getKeys(this._images);
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Sounds in the Cache.
|
||||
/**
|
||||
* Returns an array containing all of the keys of Sounds in the Cache.
|
||||
*
|
||||
* @method Phaser.Cache#getSoundKeys
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
getSoundKeys: function () {
|
||||
return this.getKeys(this._sounds);
|
||||
return this.getKeys(this._sounds);
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Text Files in the Cache.
|
||||
/**
|
||||
* Returns an array containing all of the keys of Text Files in the Cache.
|
||||
*
|
||||
* @method Phaser.Cache#getTextKeys
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
getTextKeys: function () {
|
||||
return this.getKeys(this._text);
|
||||
return this.getKeys(this._text);
|
||||
},
|
||||
|
||||
/**
|
||||
* Removes a canvas from the cache.
|
||||
/**
|
||||
* Removes a canvas from the cache.
|
||||
*
|
||||
* @method Phaser.Cache#removeCanvas
|
||||
* @method Phaser.Cache#removeCanvas
|
||||
* @param {string} key - Key of the asset you want to remove.
|
||||
*/
|
||||
*/
|
||||
removeCanvas: function (key) {
|
||||
delete this._canvases[key];
|
||||
},
|
||||
@@ -1027,11 +1233,11 @@ Phaser.Cache.prototype = {
|
||||
delete this._text[key];
|
||||
},
|
||||
|
||||
/**
|
||||
* Clears the cache. Removes every local cache object reference.
|
||||
/**
|
||||
* Clears the cache. Removes every local cache object reference.
|
||||
*
|
||||
* @method Phaser.Cache#destroy
|
||||
*/
|
||||
* @method Phaser.Cache#destroy
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
for (var item in this._canvases)
|
||||
@@ -1056,6 +1262,8 @@ Phaser.Cache.prototype = {
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Cache.prototype.constructor = Phaser.Cache;
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
@@ -1071,13 +1279,13 @@ Phaser.Cache.prototype = {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -340,68 +434,80 @@
|
||||
* @param {number} width - The width of the view rectangle
|
||||
* @param {number} height - The height of the view rectangle
|
||||
*/
|
||||
|
||||
Phaser.Camera = function (game, id, x, y, width, height) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {Phaser.World} world - A reference to the game world.
|
||||
*/
|
||||
this.world = game.world;
|
||||
/**
|
||||
* @property {Phaser.World} world - A reference to the game world.
|
||||
*/
|
||||
this.world = game.world;
|
||||
|
||||
/**
|
||||
* @property {number} id - Reserved for future multiple camera set-ups.
|
||||
* @default
|
||||
*/
|
||||
this.id = 0;
|
||||
/**
|
||||
* @property {number} id - Reserved for future multiple camera set-ups.
|
||||
* @default
|
||||
*/
|
||||
this.id = 0;
|
||||
|
||||
/**
|
||||
* Camera view.
|
||||
* The view into the world we wish to render (by default the game dimensions).
|
||||
/**
|
||||
* Camera view.
|
||||
* The view into the world we wish to render (by default the game dimensions).
|
||||
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
|
||||
* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
|
||||
* @property {Phaser.Rectangle} view
|
||||
*/
|
||||
* Objects outside of this view are not rendered if set to camera cull.
|
||||
* @property {Phaser.Rectangle} view
|
||||
*/
|
||||
this.view = new Phaser.Rectangle(x, y, width, height);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
|
||||
*/
|
||||
this.screenView = new Phaser.Rectangle(x, y, width, height);
|
||||
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
|
||||
*/
|
||||
this.screenView = new Phaser.Rectangle(x, y, width, height);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
|
||||
*/
|
||||
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
|
||||
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
|
||||
* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world.
|
||||
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
|
||||
*/
|
||||
this.bounds = new Phaser.Rectangle(x, y, width, height);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
|
||||
*/
|
||||
this.deadzone = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} visible - Whether this camera is visible or not.
|
||||
* @default
|
||||
*/
|
||||
/**
|
||||
* @property {boolean} visible - Whether this camera is visible or not.
|
||||
* @default
|
||||
*/
|
||||
this.visible = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
|
||||
/**
|
||||
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
|
||||
*/
|
||||
this.atLimit = { x: false, y: false };
|
||||
|
||||
/**
|
||||
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
|
||||
/**
|
||||
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
|
||||
* @default
|
||||
*/
|
||||
this.target = null;
|
||||
|
||||
/**
|
||||
* @property {number} edge - Edge property.
|
||||
/**
|
||||
* @property {number} edge - Edge property.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._edge = 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
|
||||
*/
|
||||
this.displayObject = null;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -430,7 +536,7 @@ Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
|
||||
|
||||
Phaser.Camera.prototype = {
|
||||
|
||||
/**
|
||||
/**
|
||||
* Tells this camera which sprite to follow.
|
||||
* @method Phaser.Camera#follow
|
||||
* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
|
||||
@@ -463,6 +569,9 @@ Phaser.Camera.prototype = {
|
||||
break;
|
||||
|
||||
case Phaser.Camera.FOLLOW_LOCKON:
|
||||
this.deadzone = null;
|
||||
break;
|
||||
|
||||
default:
|
||||
this.deadzone = null;
|
||||
break;
|
||||
@@ -470,66 +579,101 @@ Phaser.Camera.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Move the camera focus to a location instantly.
|
||||
/**
|
||||
* Move the camera focus on a display object instantly.
|
||||
* @method Phaser.Camera#focusOn
|
||||
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
|
||||
*/
|
||||
focusOn: function (displayObject) {
|
||||
|
||||
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Move the camera focus on a location instantly.
|
||||
* @method Phaser.Camera#focusOnXY
|
||||
* @param {number} x - X position.
|
||||
* @param {number} y - Y position.
|
||||
*/
|
||||
focusOnXY: function (x, y) {
|
||||
|
||||
this.view.x = Math.round(x - this.view.halfWidth);
|
||||
this.view.y = Math.round(y - this.view.halfHeight);
|
||||
this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* Update focusing and scrolling.
|
||||
* @method Phaser.Camera#update
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
// Add dirty flag
|
||||
|
||||
if (this.target !== null)
|
||||
if (this.target)
|
||||
{
|
||||
if (this.deadzone)
|
||||
{
|
||||
this._edge = this.target.x - this.deadzone.x;
|
||||
|
||||
if (this.view.x > this._edge)
|
||||
{
|
||||
this.view.x = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
|
||||
|
||||
if (this.view.x < this._edge)
|
||||
{
|
||||
this.view.x = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.y - this.deadzone.y;
|
||||
|
||||
if (this.view.y > this._edge)
|
||||
{
|
||||
this.view.y = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
|
||||
|
||||
if (this.view.y < this._edge)
|
||||
{
|
||||
this.view.y = this._edge;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.focusOnXY(this.target.x, this.target.y);
|
||||
}
|
||||
this.updateTarget();
|
||||
}
|
||||
|
||||
this.checkWorldBounds();
|
||||
if (this.bounds)
|
||||
{
|
||||
this.checkBounds();
|
||||
}
|
||||
|
||||
this.displayObject.position.x = -this.view.x;
|
||||
this.displayObject.position.y = -this.view.y;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Internal method
|
||||
* @method Phaser.Camera#updateTarget
|
||||
* @private
|
||||
*/
|
||||
updateTarget: function () {
|
||||
|
||||
if (this.deadzone)
|
||||
{
|
||||
this._edge = this.target.x - this.deadzone.x;
|
||||
|
||||
if (this.view.x > this._edge)
|
||||
{
|
||||
this.view.x = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
|
||||
|
||||
if (this.view.x < this._edge)
|
||||
{
|
||||
this.view.x = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.y - this.deadzone.y;
|
||||
|
||||
if (this.view.y > this._edge)
|
||||
{
|
||||
this.view.y = this._edge;
|
||||
}
|
||||
|
||||
this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
|
||||
|
||||
if (this.view.y < this._edge)
|
||||
{
|
||||
this.view.y = this._edge;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.focusOnXY(this.target.x, this.target.y);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Update the Camera bounds to match the game world.
|
||||
* @method Phaser.Camera#setBoundsToWorld
|
||||
*/
|
||||
setBoundsToWorld: function () {
|
||||
|
||||
this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
|
||||
|
||||
},
|
||||
|
||||
@@ -537,34 +681,34 @@ Phaser.Camera.prototype = {
|
||||
* Method called to ensure the camera doesn't venture outside of the game world.
|
||||
* @method Phaser.Camera#checkWorldBounds
|
||||
*/
|
||||
checkWorldBounds: function () {
|
||||
checkBounds: function () {
|
||||
|
||||
this.atLimit.x = false;
|
||||
this.atLimit.y = false;
|
||||
|
||||
// Make sure we didn't go outside the cameras worldBounds
|
||||
if (this.view.x < this.world.bounds.left)
|
||||
// Make sure we didn't go outside the cameras bounds
|
||||
if (this.view.x < this.bounds.x)
|
||||
{
|
||||
this.atLimit.x = true;
|
||||
this.view.x = this.world.bounds.left;
|
||||
this.view.x = this.bounds.x;
|
||||
}
|
||||
|
||||
if (this.view.x > this.world.bounds.right - this.width)
|
||||
if (this.view.right > this.bounds.right)
|
||||
{
|
||||
this.atLimit.x = true;
|
||||
this.view.x = (this.world.bounds.right - this.width) + 1;
|
||||
this.view.x = this.bounds.right - this.width;
|
||||
}
|
||||
|
||||
if (this.view.y < this.world.bounds.top)
|
||||
if (this.view.y < this.bounds.top)
|
||||
{
|
||||
this.atLimit.y = true;
|
||||
this.view.y = this.world.bounds.top;
|
||||
this.view.y = this.bounds.top;
|
||||
}
|
||||
|
||||
if (this.view.y > this.world.bounds.bottom - this.height)
|
||||
if (this.view.bottom > this.bounds.bottom)
|
||||
{
|
||||
this.atLimit.y = true;
|
||||
this.view.y = (this.world.bounds.bottom - this.height) + 1;
|
||||
this.view.y = this.bounds.bottom - this.height;
|
||||
}
|
||||
|
||||
this.view.floor();
|
||||
@@ -583,7 +727,11 @@ Phaser.Camera.prototype = {
|
||||
|
||||
this.view.x = x;
|
||||
this.view.y = y;
|
||||
this.checkWorldBounds();
|
||||
|
||||
if (this.bounds)
|
||||
{
|
||||
this.checkBounds();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
@@ -603,6 +751,8 @@ Phaser.Camera.prototype = {
|
||||
|
||||
};
|
||||
|
||||
Phaser.Camera.prototype.constructor = Phaser.Camera;
|
||||
|
||||
/**
|
||||
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
||||
* @name Phaser.Camera#x
|
||||
@@ -615,8 +765,13 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this.view.x = value;
|
||||
this.checkWorldBounds();
|
||||
|
||||
if (this.bounds)
|
||||
{
|
||||
this.checkBounds();
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
@@ -627,14 +782,19 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
|
||||
* @property {number} y - Gets or sets the cameras y position.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
||||
|
||||
|
||||
get: function () {
|
||||
return this.view.y;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this.view.y = value;
|
||||
this.checkWorldBounds();
|
||||
|
||||
if (this.bounds)
|
||||
{
|
||||
this.checkBounds();
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
@@ -687,13 +847,13 @@ Object.defineProperty(Phaser.Camera.prototype, "height", {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,12 +417,12 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Canvas class handles everything related to the <canvas> tag as a DOM Element, like styles, offset, aspect ratio
|
||||
* The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
|
||||
*
|
||||
* @class Phaser.Canvas
|
||||
* @static
|
||||
@@ -336,20 +430,29 @@
|
||||
Phaser.Canvas = {
|
||||
|
||||
/**
|
||||
* Creates the <canvas> tag
|
||||
* Creates a `canvas` DOM element. The element is not automatically added to the document.
|
||||
*
|
||||
* @method Phaser.Canvas.create
|
||||
* @param {number} width - The desired width.
|
||||
* @param {number} height - The desired height.
|
||||
* @return {HTMLCanvasElement} The newly created <canvas> tag.
|
||||
* @param {number} [width=256] - The width of the canvas element.
|
||||
* @param {number} [height=256] - The height of the canvas element..
|
||||
* @param {string} [id=''] - If given this will be set as the ID of the canvas element, otherwise no ID will be set.
|
||||
* @return {HTMLCanvasElement} The newly created canvas element.
|
||||
*/
|
||||
create: function (width, height) {
|
||||
create: function (width, height, id) {
|
||||
|
||||
width = width || 256;
|
||||
height = height || 256;
|
||||
|
||||
var canvas = document.createElement('canvas');
|
||||
|
||||
if (typeof id === 'string')
|
||||
{
|
||||
canvas.id = id;
|
||||
}
|
||||
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
|
||||
canvas.style.display = 'block';
|
||||
|
||||
return canvas;
|
||||
@@ -362,16 +465,30 @@ Phaser.Canvas = {
|
||||
* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
|
||||
* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
|
||||
* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
|
||||
*/
|
||||
*/
|
||||
getOffset: function (element, point) {
|
||||
|
||||
point = point || new Phaser.Point;
|
||||
point = point || new Phaser.Point();
|
||||
|
||||
var box = element.getBoundingClientRect();
|
||||
var clientTop = element.clientTop || document.body.clientTop || 0;
|
||||
var clientLeft = element.clientLeft || document.body.clientLeft || 0;
|
||||
var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
|
||||
var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft;
|
||||
|
||||
// Without this check Chrome is now throwing console warnings about strict vs. quirks :(
|
||||
|
||||
var scrollTop = 0;
|
||||
var scrollLeft = 0;
|
||||
|
||||
if (document.compatMode === 'CSS1Compat')
|
||||
{
|
||||
scrollTop = window.pageYOffset || document.documentElement.scrollTop || element.scrollTop || 0;
|
||||
scrollLeft = window.pageXOffset || document.documentElement.scrollLeft || element.scrollLeft || 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
scrollTop = window.pageYOffset || document.body.scrollTop || element.scrollTop || 0;
|
||||
scrollLeft = window.pageXOffset || document.body.scrollLeft || element.scrollLeft || 0;
|
||||
}
|
||||
|
||||
point.x = box.left + scrollLeft - clientLeft;
|
||||
point.y = box.top + scrollTop - clientTop;
|
||||
@@ -386,7 +503,7 @@ Phaser.Canvas = {
|
||||
* @method Phaser.Canvas.getAspectRatio
|
||||
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
|
||||
* @return {number} The ratio between canvas' width and height.
|
||||
*/
|
||||
*/
|
||||
getAspectRatio: function (canvas) {
|
||||
return canvas.width / canvas.height;
|
||||
},
|
||||
@@ -459,37 +576,43 @@ Phaser.Canvas = {
|
||||
*
|
||||
* @method Phaser.Canvas.addToDOM
|
||||
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
|
||||
* @param {string} parent - The DOM element to add the canvas to. Defaults to ''.
|
||||
* @param {boolean} overflowHidden - If set to true it will add the overflow='hidden' style to the parent DOM element.
|
||||
* @param {string|HTMLElement} parent - The DOM element to add the canvas to.
|
||||
* @param {boolean} [overflowHidden=true] - If set to true it will add the overflow='hidden' style to the parent DOM element.
|
||||
* @return {HTMLCanvasElement} Returns the source canvas.
|
||||
*/
|
||||
addToDOM: function (canvas, parent, overflowHidden) {
|
||||
|
||||
parent = parent || '';
|
||||
var target;
|
||||
|
||||
if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
|
||||
|
||||
if (parent !== '')
|
||||
if (parent)
|
||||
{
|
||||
if (document.getElementById(parent))
|
||||
if (typeof parent === 'string')
|
||||
{
|
||||
document.getElementById(parent).appendChild(canvas);
|
||||
// hopefully an element ID
|
||||
target = document.getElementById(parent);
|
||||
}
|
||||
else if (typeof parent === 'object' && parent.nodeType === 1)
|
||||
{
|
||||
// quick test for a HTMLelement
|
||||
target = parent;
|
||||
}
|
||||
}
|
||||
|
||||
if (overflowHidden)
|
||||
{
|
||||
document.getElementById(parent).style.overflow = 'hidden';
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
document.body.appendChild(canvas);
|
||||
}
|
||||
}
|
||||
else
|
||||
// Fallback, covers an invalid ID and a non HTMLelement object
|
||||
if (!target)
|
||||
{
|
||||
document.body.appendChild(canvas);
|
||||
target = document.body;
|
||||
}
|
||||
|
||||
if (overflowHidden && target.style)
|
||||
{
|
||||
target.style.overflow = 'hidden';
|
||||
}
|
||||
|
||||
target.appendChild(canvas);
|
||||
|
||||
return canvas;
|
||||
|
||||
},
|
||||
@@ -549,9 +672,11 @@ Phaser.Canvas = {
|
||||
*/
|
||||
setImageRenderingCrisp: function (canvas) {
|
||||
|
||||
canvas.style['image-rendering'] = 'optimizeSpeed';
|
||||
canvas.style['image-rendering'] = 'crisp-edges';
|
||||
canvas.style['image-rendering'] = '-moz-crisp-edges';
|
||||
canvas.style['image-rendering'] = '-webkit-optimize-contrast';
|
||||
canvas.style['image-rendering'] = 'optimize-contrast';
|
||||
canvas.style.msInterpolationMode = 'nearest-neighbor';
|
||||
|
||||
return canvas;
|
||||
@@ -591,13 +716,13 @@ Phaser.Canvas = {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -332,11 +426,11 @@
|
||||
* @class Circle
|
||||
* @classdesc Phaser - Circle
|
||||
* @constructor
|
||||
* @param {number} [x] The x coordinate of the center of the circle.
|
||||
* @param {number} [y] The y coordinate of the center of the circle.
|
||||
* @param {number} [diameter] The diameter of the circle.
|
||||
* @param {number} [x=0] - The x coordinate of the center of the circle.
|
||||
* @param {number} [y=0] - The y coordinate of the center of the circle.
|
||||
* @param {number} [diameter=0] - The diameter of the circle.
|
||||
* @return {Phaser.Circle} This circle object
|
||||
**/
|
||||
*/
|
||||
Phaser.Circle = function (x, y, diameter) {
|
||||
|
||||
x = x || 0;
|
||||
@@ -345,26 +439,26 @@ Phaser.Circle = function (x, y, diameter) {
|
||||
|
||||
/**
|
||||
* @property {number} x - The x coordinate of the center of the circle.
|
||||
**/
|
||||
*/
|
||||
this.x = x;
|
||||
|
||||
/**
|
||||
* @property {number} y - The y coordinate of the center of the circle.
|
||||
**/
|
||||
*/
|
||||
this.y = y;
|
||||
|
||||
/**
|
||||
* @property {number} _diameter - The diameter of the circle.
|
||||
* @private
|
||||
**/
|
||||
*/
|
||||
this._diameter = diameter;
|
||||
|
||||
if (diameter > 0)
|
||||
{
|
||||
/**
|
||||
* @property {number} _radius - The radius of the circle.
|
||||
* @private
|
||||
**/
|
||||
/**
|
||||
* @property {number} _radius - The radius of the circle.
|
||||
* @private
|
||||
*/
|
||||
this._radius = diameter * 0.5;
|
||||
}
|
||||
else
|
||||
@@ -380,7 +474,7 @@ Phaser.Circle.prototype = {
|
||||
* The circumference of the circle.
|
||||
* @method Phaser.Circle#circumference
|
||||
* @return {number}
|
||||
**/
|
||||
*/
|
||||
circumference: function () {
|
||||
return 2 * (Math.PI * this._radius);
|
||||
},
|
||||
@@ -392,7 +486,7 @@ Phaser.Circle.prototype = {
|
||||
* @param {number} y - The y coordinate of the center of the circle.
|
||||
* @param {number} diameter - The diameter of the circle in pixels.
|
||||
* @return {Circle} This circle object.
|
||||
**/
|
||||
*/
|
||||
setTo: function (x, y, diameter) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
@@ -406,7 +500,7 @@ Phaser.Circle.prototype = {
|
||||
* @method Phaser.Circle#copyFrom
|
||||
* @param {any} source - The object to copy from.
|
||||
* @return {Circle} This Circle object.
|
||||
**/
|
||||
*/
|
||||
copyFrom: function (source) {
|
||||
return this.setTo(source.x, source.y, source.diameter);
|
||||
},
|
||||
@@ -416,11 +510,11 @@ Phaser.Circle.prototype = {
|
||||
* @method Phaser.Circle#copyTo
|
||||
* @param {any} dest - The object to copy to.
|
||||
* @return {Object} This dest object.
|
||||
**/
|
||||
*/
|
||||
copyTo: function(dest) {
|
||||
dest[x] = this.x;
|
||||
dest[y] = this.y;
|
||||
dest[diameter] = this._diameter;
|
||||
dest.x = this.x;
|
||||
dest.y = this.y;
|
||||
dest.diameter = this._diameter;
|
||||
return dest;
|
||||
},
|
||||
|
||||
@@ -457,7 +551,7 @@ Phaser.Circle.prototype = {
|
||||
|
||||
if (typeof out === "undefined") { out = new Phaser.Circle(); }
|
||||
|
||||
return out.setTo(a.x, a.y, a.diameter);
|
||||
return out.setTo(this.x, this.y, this.diameter);
|
||||
|
||||
},
|
||||
|
||||
@@ -490,7 +584,7 @@ Phaser.Circle.prototype = {
|
||||
* @param {number} dx - Moves the x value of the Circle object by this amount.
|
||||
* @param {number} dy - Moves the y value of the Circle object by this amount.
|
||||
* @return {Circle} This Circle object.
|
||||
**/
|
||||
*/
|
||||
offset: function (dx, dy) {
|
||||
this.x += dx;
|
||||
this.y += dy;
|
||||
@@ -502,7 +596,7 @@ Phaser.Circle.prototype = {
|
||||
* @method Phaser.Circle#offsetPoint
|
||||
* @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).
|
||||
* @return {Circle} This Circle object.
|
||||
**/
|
||||
*/
|
||||
offsetPoint: function (point) {
|
||||
return this.offset(point.x, point.y);
|
||||
},
|
||||
@@ -511,13 +605,15 @@ Phaser.Circle.prototype = {
|
||||
* Returns a string representation of this object.
|
||||
* @method Phaser.Circle#toString
|
||||
* @return {string} a string representation of the instance.
|
||||
**/
|
||||
*/
|
||||
toString: function () {
|
||||
return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Circle.prototype.constructor = Phaser.Circle;
|
||||
|
||||
/**
|
||||
* The largest distance between any two points on the circle. The same as the radius * 2.
|
||||
* @name Phaser.Circle#diameter
|
||||
@@ -674,11 +770,16 @@ Object.defineProperty(Phaser.Circle.prototype, "area", {
|
||||
Object.defineProperty(Phaser.Circle.prototype, "empty", {
|
||||
|
||||
get: function () {
|
||||
return (this._diameter == 0);
|
||||
return (this._diameter === 0);
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
this.setTo(0, 0, 0);
|
||||
|
||||
if (value === true)
|
||||
{
|
||||
this.setTo(0, 0, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
@@ -806,13 +907,13 @@ Phaser.Circle.intersectsRectangle = function (c, r) {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -338,6 +432,7 @@ Phaser.Color = {
|
||||
* Given an alpha and 3 color values this will return an integer representation of it.
|
||||
*
|
||||
* @method Phaser.Color.getColor32
|
||||
* @static
|
||||
* @param {number} alpha - The Alpha value (between 0 and 255).
|
||||
* @param {number} red - The Red channel value (between 0 and 255).
|
||||
* @param {number} green - The Green channel value (between 0 and 255).
|
||||
@@ -352,6 +447,7 @@ Phaser.Color = {
|
||||
* Given 3 color values this will return an integer representation of it.
|
||||
*
|
||||
* @method Phaser.Color.getColor
|
||||
* @static
|
||||
* @param {number} red - The Red channel value (between 0 and 255).
|
||||
* @param {number} green - The Green channel value (between 0 and 255).
|
||||
* @param {number} blue - The Blue channel value (between 0 and 255).
|
||||
@@ -362,15 +458,22 @@ Phaser.Color = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Converts the given hex string into an object containing the RGB values.
|
||||
* Converts the given hex string into an integer color value.
|
||||
*
|
||||
* @method Phaser.Color.hexToRGB
|
||||
* @static
|
||||
* @param {string} h - The string hex color to convert.
|
||||
* @returns {object} An object with 3 properties: r,g and b.
|
||||
* @returns {number} The rgb color value.
|
||||
*/
|
||||
hexToRGB: function (h) {
|
||||
|
||||
var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
|
||||
|
||||
if (hex16.length==3)
|
||||
{
|
||||
hex16 = hex16.charAt(0) + hex16.charAt(0) + hex16.charAt(1) + hex16.charAt(1) + hex16.charAt(2) + hex16.charAt(2);
|
||||
}
|
||||
|
||||
var red = parseInt(hex16.substring(0, 2), 16);
|
||||
var green = parseInt(hex16.substring(2, 4), 16);
|
||||
var blue = parseInt(hex16.substring(4, 6), 16);
|
||||
@@ -384,6 +487,7 @@ Phaser.Color = {
|
||||
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
|
||||
*
|
||||
* @method Phaser.Color.getColorInfo
|
||||
* @static
|
||||
* @param {number} color - A color value in the format 0xAARRGGBB.
|
||||
* @returns {string} String containing the 3 lines of information.
|
||||
*/
|
||||
@@ -392,13 +496,13 @@ Phaser.Color = {
|
||||
var argb = Phaser.Color.getRGB(color);
|
||||
var hsl = Phaser.Color.RGBtoHSV(color);
|
||||
|
||||
// Hex format
|
||||
// Hex format
|
||||
var result = Phaser.Color.RGBtoHexstring(color) + "\n";
|
||||
|
||||
// RGB format
|
||||
// RGB format
|
||||
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
|
||||
|
||||
// HSL info
|
||||
// HSL info
|
||||
result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
|
||||
|
||||
return result;
|
||||
@@ -409,6 +513,7 @@ Phaser.Color = {
|
||||
* Return a string representation of the color in the format 0xAARRGGBB.
|
||||
*
|
||||
* @method Phaser.Color.RGBtoHexstring
|
||||
* @static
|
||||
* @param {number} color - The color to get the string representation for
|
||||
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB
|
||||
*/
|
||||
@@ -424,6 +529,7 @@ Phaser.Color = {
|
||||
* Return a string representation of the color in the format #RRGGBB.
|
||||
*
|
||||
* @method Phaser.Color.RGBtoWebstring
|
||||
* @static
|
||||
* @param {number} color - The color to get the string representation for.
|
||||
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB.
|
||||
*/
|
||||
@@ -439,6 +545,7 @@ Phaser.Color = {
|
||||
* Return a string containing a hex representation of the given color.
|
||||
*
|
||||
* @method Phaser.Color.colorToHexstring
|
||||
* @static
|
||||
* @param {number} color - The color channel to get the hex value for, must be a value between 0 and 255).
|
||||
* @returns {string} A string of length 2 characters, i.e. 255 = FF, 0 = 00.
|
||||
*/
|
||||
@@ -455,11 +562,12 @@ Phaser.Color = {
|
||||
/**
|
||||
* Interpolates the two given colours based on the supplied step and currentStep properties.
|
||||
* @method Phaser.Color.interpolateColor
|
||||
* @param {number} color1 - Description.
|
||||
* @param {number} color2 - Description.
|
||||
* @param {number} steps - Description.
|
||||
* @param {number} currentStep - Description.
|
||||
* @param {number} alpha - Description.
|
||||
* @static
|
||||
* @param {number} color1 - The first color value.
|
||||
* @param {number} color2 - The second color value.
|
||||
* @param {number} steps - The number of steps to run the interpolation over.
|
||||
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
|
||||
* @param {number} alpha - The alpha of the returned color.
|
||||
* @returns {number} The interpolated color value.
|
||||
*/
|
||||
interpolateColor: function (color1, color2, steps, currentStep, alpha) {
|
||||
@@ -479,12 +587,13 @@ Phaser.Color = {
|
||||
/**
|
||||
* Interpolates the two given colours based on the supplied step and currentStep properties.
|
||||
* @method Phaser.Color.interpolateColorWithRGB
|
||||
* @param {number} color - Description.
|
||||
* @param {number} r - Description.
|
||||
* @param {number} g - Description.
|
||||
* @param {number} b - Description.
|
||||
* @param {number} steps - Description.
|
||||
* @param {number} currentStep - Description.
|
||||
* @static
|
||||
* @param {number} color - The first color value.
|
||||
* @param {number} r - The red color value, between 0 and 0xFF (255).
|
||||
* @param {number} g - The green color value, between 0 and 0xFF (255).
|
||||
* @param {number} b - The blue color value, between 0 and 0xFF (255).
|
||||
* @param {number} steps - The number of steps to run the interpolation over.
|
||||
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
|
||||
* @returns {number} The interpolated color value.
|
||||
*/
|
||||
interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {
|
||||
@@ -501,14 +610,15 @@ Phaser.Color = {
|
||||
/**
|
||||
* Interpolates the two given colours based on the supplied step and currentStep properties.
|
||||
* @method Phaser.Color.interpolateRGB
|
||||
* @param {number} r1 - Description.
|
||||
* @param {number} g1 - Description.
|
||||
* @param {number} b1 - Description.
|
||||
* @param {number} r2 - Description.
|
||||
* @param {number} g2 - Description.
|
||||
* @param {number} b2 - Description.
|
||||
* @param {number} steps - Description.
|
||||
* @param {number} currentStep - Description.
|
||||
* @static
|
||||
* @param {number} r1 - The red color value, between 0 and 0xFF (255).
|
||||
* @param {number} g1 - The green color value, between 0 and 0xFF (255).
|
||||
* @param {number} b1 - The blue color value, between 0 and 0xFF (255).
|
||||
* @param {number} r2 - The red color value, between 0 and 0xFF (255).
|
||||
* @param {number} g2 - The green color value, between 0 and 0xFF (255).
|
||||
* @param {number} b2 - The blue color value, between 0 and 0xFF (255).
|
||||
* @param {number} steps - The number of steps to run the interpolation over.
|
||||
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
|
||||
* @returns {number} The interpolated color value.
|
||||
*/
|
||||
interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) {
|
||||
@@ -523,10 +633,11 @@ Phaser.Color = {
|
||||
|
||||
/**
|
||||
* Returns a random color value between black and white
|
||||
* <p>Set the min value to start each channel from the given offset.</p>
|
||||
* <p>Set the max value to restrict the maximum color used per channel</p>
|
||||
* Set the min value to start each channel from the given offset.
|
||||
* Set the max value to restrict the maximum color used per channel.
|
||||
*
|
||||
* @method Phaser.Color.getRandomColor
|
||||
* @static
|
||||
* @param {number} min - The lowest value to use for the color.
|
||||
* @param {number} max - The highest value to use for the color.
|
||||
* @param {number} alpha - The alpha value of the returning color (default 255 = fully opaque).
|
||||
@@ -538,7 +649,7 @@ Phaser.Color = {
|
||||
if (typeof max === "undefined") { max = 255; }
|
||||
if (typeof alpha === "undefined") { alpha = 255; }
|
||||
|
||||
// Sanity checks
|
||||
// Sanity checks
|
||||
if (max > 255) {
|
||||
return Phaser.Color.getColor(255, 255, 255);
|
||||
}
|
||||
@@ -558,9 +669,10 @@ Phaser.Color = {
|
||||
/**
|
||||
* Return the component parts of a color as an Object with the properties alpha, red, green, blue
|
||||
*
|
||||
* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
|
||||
* Alpha will only be set if it exist in the given color (0xAARRGGBB)
|
||||
*
|
||||
* @method Phaser.Color.getRGB
|
||||
* @static
|
||||
* @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).
|
||||
* @returns {object} An Object with properties: alpha, red, green, blue.
|
||||
*/
|
||||
@@ -578,6 +690,7 @@ Phaser.Color = {
|
||||
/**
|
||||
* Returns a CSS friendly string value from the given color.
|
||||
* @method Phaser.Color.getWebRGB
|
||||
* @static
|
||||
* @param {number} color
|
||||
* @returns {string}A string in the format: 'rgba(r,g,b,a)'
|
||||
*/
|
||||
@@ -596,6 +709,7 @@ Phaser.Color = {
|
||||
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255.
|
||||
*
|
||||
* @method Phaser.Color.getAlpha
|
||||
* @static
|
||||
* @param {number} color - In the format 0xAARRGGBB.
|
||||
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
|
||||
*/
|
||||
@@ -607,6 +721,7 @@ Phaser.Color = {
|
||||
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1.
|
||||
*
|
||||
* @method Phaser.Color.getAlphaFloat
|
||||
* @static
|
||||
* @param {number} color - In the format 0xAARRGGBB.
|
||||
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
|
||||
*/
|
||||
@@ -618,6 +733,7 @@ Phaser.Color = {
|
||||
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255.
|
||||
*
|
||||
* @method Phaser.Color.getRed
|
||||
* @static
|
||||
* @param {number} color In the format 0xAARRGGBB.
|
||||
* @returns {number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red).
|
||||
*/
|
||||
@@ -629,6 +745,7 @@ Phaser.Color = {
|
||||
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255.
|
||||
*
|
||||
* @method Phaser.Color.getGreen
|
||||
* @static
|
||||
* @param {number} color - In the format 0xAARRGGBB.
|
||||
* @returns {number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green).
|
||||
*/
|
||||
@@ -640,13 +757,14 @@ Phaser.Color = {
|
||||
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255.
|
||||
*
|
||||
* @method Phaser.Color.getBlue
|
||||
* @static
|
||||
* @param {number} color - In the format 0xAARRGGBB.
|
||||
* @returns {number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue).
|
||||
*/
|
||||
getBlue: function (color) {
|
||||
return color & 0xFF;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
</pre>
|
||||
</article>
|
||||
@@ -663,13 +781,13 @@ Phaser.Color = {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -3,7 +3,7 @@
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: core/Stage.js</title>
|
||||
<title>Phaser Source: gameobjects/DOMSprite.js</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -317,156 +411,98 @@
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: core/Stage.js</h1>
|
||||
<h1 class="page-title">Source: gameobjects/DOMSprite.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
|
||||
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
|
||||
*
|
||||
* @class Phaser.Stage
|
||||
* Create a new DOMSprite.
|
||||
* @class Phaser.DOMSprite
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Game reference to the currently running game.
|
||||
* @param {number} width - Width of the canvas element.
|
||||
* @param {number} height - Height of the canvas element.
|
||||
*/
|
||||
Phaser.Stage = function (game, width, height) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {string} game - Background color of the stage (defaults to black). Set via the public backgroundColor property.
|
||||
* @private
|
||||
* @default 'rgb(0,0,0)'
|
||||
*/
|
||||
this._backgroundColor = 'rgb(0,0,0)';
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} offset - Get the offset values (for input and other things).
|
||||
*/
|
||||
this.offset = new Phaser.Point;
|
||||
|
||||
/**
|
||||
* @property {HTMLCanvasElement} canvas - Reference to the newly created <canvas> element.
|
||||
*/
|
||||
this.canvas = Phaser.Canvas.create(width, height);
|
||||
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
||||
|
||||
/**
|
||||
* @property {PIXI.Stage} _stage - The Pixi Stage which is hooked to the renderer.
|
||||
* @private
|
||||
*/
|
||||
this._stage = new PIXI.Stage(0x000000, false);
|
||||
this._stage.name = '_stage_root';
|
||||
|
||||
/**
|
||||
* @property {number} scaleMode - The current scaleMode.
|
||||
*/
|
||||
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
|
||||
/**
|
||||
* @property {Phaser.StageScaleMode} scale - The scale of the current running game.
|
||||
*/
|
||||
this.scale = new Phaser.StageScaleMode(this.game, width, height);
|
||||
|
||||
/**
|
||||
* @property {number} aspectRatio - Aspect ratio.
|
||||
*/
|
||||
this.aspectRatio = width / height;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Stage.prototype = {
|
||||
|
||||
/**
|
||||
* Initialises the stage and adds the event listeners.
|
||||
* @method Phaser.Stage#boot
|
||||
* @private
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
Phaser.Canvas.getOffset(this.canvas, this.offset);
|
||||
|
||||
this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
|
||||
|
||||
var _this = this;
|
||||
|
||||
this._onChange = function (event) {
|
||||
return _this.visibilityChange(event);
|
||||
}
|
||||
|
||||
Phaser.Canvas.setUserSelect(this.canvas, 'none');
|
||||
Phaser.Canvas.setTouchAction(this.canvas, 'none');
|
||||
|
||||
document.addEventListener('visibilitychange', this._onChange, false);
|
||||
document.addEventListener('webkitvisibilitychange', this._onChange, false);
|
||||
document.addEventListener('pagehide', this._onChange, false);
|
||||
document.addEventListener('pageshow', this._onChange, false);
|
||||
|
||||
window.onblur = this._onChange;
|
||||
window.onfocus = this._onChange;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* This method is called when the document visibility is changed.
|
||||
* @method Phaser.Stage#visibilityChange
|
||||
* @param {Event} event - Its type will be used to decide whether the game should be paused or not.
|
||||
*/
|
||||
visibilityChange: function (event) {
|
||||
|
||||
if (this.disableVisibilityChange)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true)
|
||||
{
|
||||
this.game.paused = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.game.paused = false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* @name Phaser.Stage#backgroundColor
|
||||
* @property {number|string} paused - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
* @param {string} id - DOM ID.
|
||||
* @param {number} x - X position of the new text object.
|
||||
* @param {number} y - Y position of the new text object.
|
||||
* @param {string} text - The actual text that will be written.
|
||||
* @param {object} style - The style object containing style attributes like font, font size ,
|
||||
*/
|
||||
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
||||
Phaser.DOMSprite = function (game, element, x, y, style) {
|
||||
|
||||
get: function () {
|
||||
return this._backgroundColor;
|
||||
},
|
||||
x = x || 0;
|
||||
y = y || 0;
|
||||
style = style || '';
|
||||
|
||||
set: function (color) {
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
|
||||
* @default
|
||||
*/
|
||||
this.exists = true;
|
||||
|
||||
this._backgroundColor = color;
|
||||
/**
|
||||
* @property {boolean} alive - This is a handy little var your game can use to determine if an object is alive or not, it doesn't effect rendering.
|
||||
* @default
|
||||
*/
|
||||
this.alive = true;
|
||||
|
||||
if (typeof color === 'string')
|
||||
/**
|
||||
* @property {Phaser.Group} group - The parent Group of this Text object.
|
||||
*/
|
||||
this.group = null;
|
||||
|
||||
/**
|
||||
* @property {string} name - The user defined name given to this object.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {number} type - The const type of this object.
|
||||
* @default
|
||||
*/
|
||||
this.type = Phaser.DOMSPRITE;
|
||||
|
||||
/**
|
||||
* @property {boolean} visible - Sets the visible state of this DOMSprite.
|
||||
* @default
|
||||
*/
|
||||
this.visible = true;
|
||||
|
||||
/*
|
||||
if (parent)
|
||||
{
|
||||
if (typeof parent === 'string')
|
||||
{
|
||||
color = Phaser.Color.hexToRGB(color);
|
||||
// hopefully an element ID
|
||||
target = document.getElementById(parent);
|
||||
}
|
||||
else if (typeof parent === 'object' && parent.nodeType === 1)
|
||||
{
|
||||
// quick test for a HTMLelement
|
||||
target = parent;
|
||||
}
|
||||
|
||||
this._stage.setBackgroundColor(color);
|
||||
|
||||
if (overflowHidden)
|
||||
{
|
||||
target.style.overflow = 'hidden';
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
});
|
||||
};
|
||||
|
||||
// Phaser.DOMSprite.prototype = Object.create(PIXI.DOMSprite.prototype);
|
||||
// Phaser.DOMSprite.prototype.constructor = Phaser.DOMSprite;
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
@@ -482,13 +518,13 @@ Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -338,47 +432,52 @@
|
||||
Phaser.Utils.Debug = function (game) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {Context} context - The canvas context on which to render the debug information.
|
||||
*/
|
||||
/**
|
||||
* @property {Context} context - The canvas context on which to render the debug information.
|
||||
*/
|
||||
this.context = game.context;
|
||||
|
||||
/**
|
||||
* @property {string} font - The font that the debug information is rendered in.
|
||||
* @default '14px Courier'
|
||||
*/
|
||||
/**
|
||||
* @property {string} font - The font that the debug information is rendered in.
|
||||
* @default '14px Courier'
|
||||
*/
|
||||
this.font = '14px Courier';
|
||||
|
||||
/**
|
||||
* @property {number} lineHeight - The line height between the debug text.
|
||||
*/
|
||||
/**
|
||||
* @property {number} columnWidth - The spacing between columns.
|
||||
*/
|
||||
this.columnWidth = 100;
|
||||
|
||||
/**
|
||||
* @property {number} lineHeight - The line height between the debug text.
|
||||
*/
|
||||
this.lineHeight = 16;
|
||||
|
||||
/**
|
||||
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
|
||||
*/
|
||||
/**
|
||||
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
|
||||
*/
|
||||
this.renderShadow = true;
|
||||
|
||||
/**
|
||||
* @property {Context} currentX - The current X position the debug information will be rendered at.
|
||||
* @default
|
||||
*/
|
||||
/**
|
||||
* @property {Context} currentX - The current X position the debug information will be rendered at.
|
||||
* @default
|
||||
*/
|
||||
this.currentX = 0;
|
||||
|
||||
/**
|
||||
* @property {number} currentY - The current Y position the debug information will be rendered at.
|
||||
* @default
|
||||
*/
|
||||
/**
|
||||
* @property {number} currentY - The current Y position the debug information will be rendered at.
|
||||
* @default
|
||||
*/
|
||||
this.currentY = 0;
|
||||
|
||||
/**
|
||||
* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
|
||||
* @default
|
||||
*/
|
||||
/**
|
||||
* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
|
||||
* @default
|
||||
*/
|
||||
this.currentAlpha = 1;
|
||||
|
||||
};
|
||||
@@ -388,32 +487,32 @@ Phaser.Utils.Debug.prototype = {
|
||||
/**
|
||||
* Internal method that resets and starts the debug output values.
|
||||
* @method Phaser.Utils.Debug#start
|
||||
* @param {number} x - The X value the debug info will start from.
|
||||
* @param {number} y - The Y value the debug info will start from.
|
||||
* @param {string} color - The color the debug info will drawn in.
|
||||
* @param {number} [x=0] - The X value the debug info will start from.
|
||||
* @param {number} [y=0] - The Y value the debug info will start from.
|
||||
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
|
||||
* @param {number} [columnWidth=0] - The spacing between columns.
|
||||
*/
|
||||
start: function (x, y, color) {
|
||||
start: function (x, y, color, columnWidth) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
x = x || null;
|
||||
y = y || null;
|
||||
if (typeof x !== 'number') { x = 0; }
|
||||
if (typeof y !== 'number') { y = 0; }
|
||||
color = color || 'rgb(255,255,255)';
|
||||
if (typeof columnWidth === 'undefined') { columnWidth = 0; }
|
||||
|
||||
if (x && y)
|
||||
{
|
||||
this.currentX = x;
|
||||
this.currentY = y;
|
||||
this.currentColor = color;
|
||||
}
|
||||
|
||||
this.currentX = x;
|
||||
this.currentY = y;
|
||||
this.currentColor = color;
|
||||
this.currentAlpha = this.context.globalAlpha;
|
||||
this.columnWidth = columnWidth;
|
||||
|
||||
this.context.save();
|
||||
this.context.setTransform(1, 0, 0, 1, 0, 0);
|
||||
this.context.strokeStyle = color;
|
||||
this.context.fillStyle = color;
|
||||
this.context.font = this.font;
|
||||
this.context.globalAlpha = 1;
|
||||
@@ -435,8 +534,8 @@ Phaser.Utils.Debug.prototype = {
|
||||
* Internal method that outputs a single line of text.
|
||||
* @method Phaser.Utils.Debug#line
|
||||
* @param {string} text - The line of text to draw.
|
||||
* @param {number} x - The X value the debug info will start from.
|
||||
* @param {number} y - The Y value the debug info will start from.
|
||||
* @param {number} [x] - The X value the debug info will start from.
|
||||
* @param {number} [y] - The Y value the debug info will start from.
|
||||
*/
|
||||
line: function (text, x, y) {
|
||||
|
||||
@@ -445,16 +544,8 @@ Phaser.Utils.Debug.prototype = {
|
||||
return;
|
||||
}
|
||||
|
||||
x = x || null;
|
||||
y = y || null;
|
||||
|
||||
if (x !== null) {
|
||||
this.currentX = x;
|
||||
}
|
||||
|
||||
if (y !== null) {
|
||||
this.currentY = y;
|
||||
}
|
||||
if (typeof x !== 'undefined') { this.currentX = x; }
|
||||
if (typeof y !== 'undefined') { this.currentY = y; }
|
||||
|
||||
if (this.renderShadow)
|
||||
{
|
||||
@@ -468,6 +559,38 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
|
||||
* @method Phaser.Utils.Debug#splitline
|
||||
* @param {string} text - The text to render. You can have as many columns of text as you want, just pass them as additional parameters.
|
||||
*/
|
||||
splitline: function (text) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var x = this.currentX;
|
||||
|
||||
for (var i = 0; i < arguments.length; i++)
|
||||
{
|
||||
if (this.renderShadow)
|
||||
{
|
||||
this.context.fillStyle = 'rgb(0,0,0)';
|
||||
this.context.fillText(arguments[i], x + 1, this.currentY + 1);
|
||||
this.context.fillStyle = this.currentColor;
|
||||
}
|
||||
|
||||
this.context.fillText(arguments[i], x, this.currentY);
|
||||
|
||||
x += this.columnWidth;
|
||||
}
|
||||
|
||||
this.currentY += this.lineHeight;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Visually renders a QuadTree to the display.
|
||||
* @method Phaser.Utils.Debug#renderQuadTree
|
||||
@@ -509,13 +632,13 @@ Phaser.Utils.Debug.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Renders the corners and point information of the given Sprite.
|
||||
* @method Phaser.Utils.Debug#renderSpriteCorners
|
||||
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
|
||||
* @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered.
|
||||
* @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite.
|
||||
* @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
|
||||
*/
|
||||
* Renders the corners and point information of the given Sprite.
|
||||
* @method Phaser.Utils.Debug#renderSpriteCorners
|
||||
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
|
||||
* @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered.
|
||||
* @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite.
|
||||
* @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
|
||||
*/
|
||||
renderSpriteCorners: function (sprite, showText, showBounds, color) {
|
||||
|
||||
if (this.context == null)
|
||||
@@ -525,14 +648,16 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
showText = showText || false;
|
||||
showBounds = showBounds || false;
|
||||
color = color || 'rgb(255,0,255)';
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
this.start(0, 0, color);
|
||||
|
||||
if (showBounds)
|
||||
{
|
||||
this.context.strokeStyle = 'rgba(255,0,255,0.5)';
|
||||
this.context.beginPath();
|
||||
this.context.strokeStyle = 'rgba(0, 255, 0, 0.7)';
|
||||
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
||||
this.context.closePath();
|
||||
this.context.stroke();
|
||||
}
|
||||
|
||||
@@ -542,9 +667,10 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.context.lineTo(sprite.bottomRight.x, sprite.bottomRight.y);
|
||||
this.context.lineTo(sprite.bottomLeft.x, sprite.bottomLeft.y);
|
||||
this.context.closePath();
|
||||
this.context.strokeStyle = 'rgba(0,0,255,0.8)';
|
||||
this.context.strokeStyle = 'rgba(255, 0, 255, 0.7)';
|
||||
this.context.stroke();
|
||||
|
||||
this.renderPoint(sprite.offset);
|
||||
this.renderPoint(sprite.center);
|
||||
this.renderPoint(sprite.topLeft);
|
||||
this.renderPoint(sprite.topRight);
|
||||
@@ -621,13 +747,15 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.start(x, y, color);
|
||||
this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
|
||||
this.line('X: ' + camera.x + ' Y: ' + camera.y);
|
||||
this.line('Bounds x: ' + camera.bounds.x + ' Y: ' + camera.bounds.y + ' w: ' + camera.bounds.width + ' h: ' + camera.bounds.height);
|
||||
this.line('View x: ' + camera.view.x + ' Y: ' + camera.view.y + ' w: ' + camera.view.width + ' h: ' + camera.view.height);
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
|
||||
* @method Phaser.Utils.Debug#renderDebug
|
||||
* @method Phaser.Utils.Debug#renderPointer
|
||||
* @param {Phaser.Pointer} pointer - Description.
|
||||
* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
|
||||
* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
|
||||
@@ -646,7 +774,7 @@ Phaser.Utils.Debug.prototype = {
|
||||
upColor = upColor || 'rgba(255,0,0,0.5)';
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
if (hideIfUp == true && pointer.isUp == true)
|
||||
if (hideIfUp === true && pointer.isUp === true)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -692,7 +820,7 @@ Phaser.Utils.Debug.prototype = {
|
||||
* @param {number} x - X position of the debug info to be rendered.
|
||||
* @param {number} y - Y position of the debug info to be rendered.
|
||||
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
||||
*/
|
||||
*/
|
||||
renderSpriteInputInfo: function (sprite, x, y, color) {
|
||||
|
||||
color = color || 'rgb(255,255,255)';
|
||||
@@ -708,25 +836,27 @@ Phaser.Utils.Debug.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Render Sprite collision.
|
||||
* @method Phaser.Utils.Debug#renderSpriteCollision
|
||||
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
|
||||
* @param {number} x - X position of the debug info to be rendered.
|
||||
* @param {number} y - Y position of the debug info to be rendered.
|
||||
* Render Sprite Body Physics Data as text.
|
||||
* @method Phaser.Utils.Debug#renderBodyInfo
|
||||
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
|
||||
* @param {number} x - X position of the debug info to be rendered.
|
||||
* @param {number} y - Y position of the debug info to be rendered.
|
||||
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
||||
*/
|
||||
renderSpriteCollision: function (sprite, x, y, color) {
|
||||
*/
|
||||
renderBodyInfo: function (sprite, x, y, color) {
|
||||
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
this.line('Sprite Collision: (' + sprite.width + ' x ' + sprite.height + ')');
|
||||
this.line('left: ' + sprite.body.touching.left);
|
||||
this.line('right: ' + sprite.body.touching.right);
|
||||
this.line('up: ' + sprite.body.touching.up);
|
||||
this.line('down: ' + sprite.body.touching.down);
|
||||
this.line('velocity.x: ' + sprite.body.velocity.x);
|
||||
this.line('velocity.y: ' + sprite.body.velocity.y);
|
||||
this.start(x, y, color, 210);
|
||||
|
||||
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
|
||||
this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping);
|
||||
this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
|
||||
this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
|
||||
this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
|
||||
this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
|
||||
this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
|
||||
this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
|
||||
this.stop();
|
||||
|
||||
},
|
||||
@@ -777,9 +907,9 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.start(x, y, color);
|
||||
|
||||
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
|
||||
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
||||
this.line('visible: ' + sprite.visible);
|
||||
this.line('in camera: ' + sprite.inCamera);
|
||||
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
|
||||
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
||||
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
|
||||
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
|
||||
|
||||
// 0 = scaleX
|
||||
@@ -789,32 +919,30 @@ Phaser.Utils.Debug.prototype = {
|
||||
// 4 = scaleY
|
||||
// 5 = translateY
|
||||
|
||||
|
||||
// this.line('id: ' + sprite._id);
|
||||
// this.line('scale x: ' + sprite.worldTransform[0]);
|
||||
// this.line('scale y: ' + sprite.worldTransform[4]);
|
||||
// this.line('tx: ' + sprite.worldTransform[2]);
|
||||
// this.line('ty: ' + sprite.worldTransform[5]);
|
||||
// this.line('skew x: ' + sprite.worldTransform[3]);
|
||||
// this.line('skew y: ' + sprite.worldTransform[1]);
|
||||
this.line('dx: ' + sprite.body.deltaX());
|
||||
this.line('dy: ' + sprite.body.deltaY());
|
||||
this.line('sdx: ' + sprite.deltaX());
|
||||
this.line('sdy: ' + sprite.deltaY());
|
||||
this.line('id: ' + sprite._id);
|
||||
this.line('scale x: ' + sprite.worldTransform[0]);
|
||||
this.line('scale y: ' + sprite.worldTransform[4]);
|
||||
this.line('tx: ' + sprite.worldTransform[2]);
|
||||
this.line('ty: ' + sprite.worldTransform[5]);
|
||||
this.line('skew x: ' + sprite.worldTransform[3]);
|
||||
this.line('skew y: ' + sprite.worldTransform[1]);
|
||||
this.line('sdx: ' + sprite.deltaX);
|
||||
this.line('sdy: ' + sprite.deltaY);
|
||||
|
||||
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Render the World Transform information of the given Sprite.
|
||||
* @method Phaser.Utils.Debug#renderWorldTransformInfo
|
||||
* @param {Phaser.Sprite} sprite - Description.
|
||||
* Renders the sprite coordinates in local, positional and world space.
|
||||
* @method Phaser.Utils.Debug#renderSpriteCoords
|
||||
* @param {Phaser.Sprite} line - The sprite to inspect.
|
||||
* @param {number} x - X position of the debug info to be rendered.
|
||||
* @param {number} y - Y position of the debug info to be rendered.
|
||||
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
||||
*/
|
||||
renderWorldTransformInfo: function (sprite, x, y, color) {
|
||||
renderSpriteCoords: function (sprite, x, y, color) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
@@ -823,27 +951,28 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
color = color || 'rgb(255, 255, 255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
this.start(x, y, color, 100);
|
||||
|
||||
this.line('World Transform');
|
||||
this.line('skewX: ' + sprite.worldTransform[3]);
|
||||
this.line('skewY: ' + sprite.worldTransform[1]);
|
||||
this.line('scaleX: ' + sprite.worldTransform[0]);
|
||||
this.line('scaleY: ' + sprite.worldTransform[4]);
|
||||
this.line('transX: ' + sprite.worldTransform[2]);
|
||||
this.line('transY: ' + sprite.worldTransform[5]);
|
||||
if (sprite.name)
|
||||
{
|
||||
this.line(sprite.name);
|
||||
}
|
||||
|
||||
this.splitline('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
|
||||
this.splitline('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
|
||||
this.splitline('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
|
||||
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Render the Local Transform information of the given Sprite.
|
||||
* @method Phaser.Utils.Debug#renderLocalTransformInfo
|
||||
* @param {Phaser.Sprite} sprite - Description.
|
||||
* @param {number} x - X position of the debug info to be rendered.
|
||||
* @param {number} y - Y position of the debug info to be rendered.
|
||||
* Renders a Line object in the given color.
|
||||
* @method Phaser.Utils.Debug#renderLine
|
||||
* @param {Phaser.Line} line - The Line to render.
|
||||
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
||||
*/
|
||||
renderLocalTransformInfo: function (sprite, x, y, color) {
|
||||
renderLine: function (line, color) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
@@ -852,17 +981,39 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
color = color || 'rgb(255, 255, 255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
this.start(0, 0, color);
|
||||
this.context.lineWidth = 1;
|
||||
this.context.beginPath();
|
||||
this.context.moveTo(line.start.x + 0.5, line.start.y + 0.5);
|
||||
this.context.lineTo(line.end.x + 0.5, line.end.y + 0.5);
|
||||
this.context.closePath();
|
||||
this.context.stroke();
|
||||
this.stop();
|
||||
|
||||
this.line('Local Transform');
|
||||
this.line('skewX: ' + sprite.localTransform[3]);
|
||||
this.line('skewY: ' + sprite.localTransform[1]);
|
||||
this.line('scaleX: ' + sprite.localTransform[0]);
|
||||
this.line('scaleY: ' + sprite.localTransform[4]);
|
||||
this.line('transX: ' + sprite.localTransform[2]);
|
||||
this.line('transY: ' + sprite.localTransform[5]);
|
||||
this.line('sX: ' + sprite._sx);
|
||||
this.line('sY: ' + sprite._sy);
|
||||
},
|
||||
|
||||
/**
|
||||
* Renders Line information in the given color.
|
||||
* @method Phaser.Utils.Debug#renderLineInfo
|
||||
* @param {Phaser.Line} line - The Line to render.
|
||||
* @param {number} x - X position of the debug info to be rendered.
|
||||
* @param {number} y - Y position of the debug info to be rendered.
|
||||
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
||||
*/
|
||||
renderLineInfo: function (line, x, y, color) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
color = color || 'rgb(255, 255, 255)';
|
||||
|
||||
this.start(x, y, color, 80);
|
||||
this.splitline('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));
|
||||
this.splitline('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));
|
||||
this.splitline('length:', line.length.toFixed(2), 'angle:', line.angle);
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
@@ -890,25 +1041,36 @@ Phaser.Utils.Debug.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Renders just the Sprite.body bounds.
|
||||
* @method Phaser.Utils.Debug#renderSpriteBody
|
||||
* Renders just the full Sprite bounds.
|
||||
* @method Phaser.Utils.Debug#renderSpriteBounds
|
||||
* @param {Phaser.Sprite} sprite - Description.
|
||||
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
||||
* @param {boolean} [fill=false] - If false the bounds outline is rendered, if true the whole rectangle is rendered.
|
||||
*/
|
||||
renderSpriteBody: function (sprite, color) {
|
||||
renderSpriteBody: function (sprite, color, fill) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
color = color || 'rgba(255,0,255, 0.3)';
|
||||
color = color || 'rgb(255,0,255)';
|
||||
|
||||
if (typeof fill === 'undefined') { fill = false; }
|
||||
|
||||
this.start(0, 0, color);
|
||||
|
||||
this.context.fillStyle = color;
|
||||
// this.context.fillRect(sprite.body.x - sprite.body.deltaX(), sprite.body.y - sprite.body.deltaY(), sprite.body.width, sprite.body.height);
|
||||
this.context.fillRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height);
|
||||
if (fill)
|
||||
{
|
||||
this.context.fillStyle = color;
|
||||
this.context.fillRect(sprite.body.left, sprite.body.top, sprite.body.width, sprite.body.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.context.strokeStyle = color;
|
||||
this.context.strokeRect(sprite.body.left, sprite.body.top, sprite.body.width, sprite.body.height);
|
||||
this.context.stroke();
|
||||
}
|
||||
|
||||
this.stop();
|
||||
|
||||
@@ -1050,7 +1212,7 @@ Phaser.Utils.Debug.prototype = {
|
||||
* @param {number} y - Y position of the debug info to be rendered.
|
||||
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
||||
* @param {string} font - The font of text to draw.
|
||||
*/
|
||||
*/
|
||||
renderText: function (text, x, y, color, font) {
|
||||
|
||||
if (this.context == null)
|
||||
@@ -1070,86 +1232,110 @@ Phaser.Utils.Debug.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Dumps the Linked List to the console.
|
||||
*
|
||||
* @method Phaser.Utils.Debug#Phaser.LinkedList#dump
|
||||
* @param {Phaser.LinkedList} list - The LinkedList to dump.
|
||||
* @method Phaser.Utils.Debug#renderPhysicsBody
|
||||
* @param {array} body
|
||||
* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
|
||||
*/
|
||||
dumpLinkedList: function (list) {
|
||||
renderPhysicsBody: function (body, color, context) {
|
||||
|
||||
var spacing = 20;
|
||||
|
||||
var output = "\n" + Phaser.Utils.pad('Node', spacing) + "|" + Phaser.Utils.pad('Next', spacing) + "|" + Phaser.Utils.pad('Previous', spacing) + "|" + Phaser.Utils.pad('First', spacing) + "|" + Phaser.Utils.pad('Last', spacing);
|
||||
console.log(output);
|
||||
|
||||
var output = Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing);
|
||||
console.log(output);
|
||||
|
||||
var entity = list;
|
||||
|
||||
var testObject = entity.last.next;
|
||||
entity = entity.first;
|
||||
|
||||
do
|
||||
if (this.context === null && context === null)
|
||||
{
|
||||
var name = entity.sprite.name || '*';
|
||||
var nameNext = '-';
|
||||
var namePrev = '-';
|
||||
var nameFirst = '-';
|
||||
var nameLast = '-';
|
||||
|
||||
if (entity.next)
|
||||
{
|
||||
nameNext = entity.next.sprite.name;
|
||||
}
|
||||
|
||||
if (entity.prev)
|
||||
{
|
||||
namePrev = entity.prev.sprite.name;
|
||||
}
|
||||
|
||||
if (entity.first)
|
||||
{
|
||||
nameFirst = entity.first.sprite.name;
|
||||
}
|
||||
|
||||
if (entity.last)
|
||||
{
|
||||
nameLast = entity.last.sprite.name;
|
||||
}
|
||||
|
||||
if (typeof nameNext === 'undefined')
|
||||
{
|
||||
nameNext = '-';
|
||||
}
|
||||
|
||||
if (typeof namePrev === 'undefined')
|
||||
{
|
||||
namePrev = '-';
|
||||
}
|
||||
|
||||
if (typeof nameFirst === 'undefined')
|
||||
{
|
||||
nameFirst = '-';
|
||||
}
|
||||
|
||||
if (typeof nameLast === 'undefined')
|
||||
{
|
||||
nameLast = '-';
|
||||
}
|
||||
|
||||
var output = Phaser.Utils.pad(name, spacing) + "|" + Phaser.Utils.pad(nameNext, spacing) + "|" + Phaser.Utils.pad(namePrev, spacing) + "|" + Phaser.Utils.pad(nameFirst, spacing) + "|" + Phaser.Utils.pad(nameLast, spacing);
|
||||
console.log(output);
|
||||
|
||||
entity = entity.next;
|
||||
|
||||
return;
|
||||
}
|
||||
while(entity != testObject)
|
||||
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
var x = body.x - this.game.camera.x;
|
||||
var y = body.y - this.game.camera.y;
|
||||
|
||||
if (body.type === Phaser.Physics.Arcade.CIRCLE)
|
||||
{
|
||||
this.start(0, 0, color);
|
||||
this.context.beginPath();
|
||||
this.context.strokeStyle = color;
|
||||
this.context.arc(x, y, body.shape.r, 0, Math.PI * 2, false);
|
||||
this.context.stroke();
|
||||
this.context.closePath();
|
||||
|
||||
// this.context.strokeStyle = 'rgb(0,0,255)';
|
||||
// this.context.strokeRect(body.left, body.top, body.width, body.height);
|
||||
|
||||
this.stop();
|
||||
}
|
||||
else
|
||||
{
|
||||
var points = body.polygon.points;
|
||||
|
||||
this.start(0, 0, color);
|
||||
|
||||
this.context.beginPath();
|
||||
this.context.moveTo(x + points[0].x, y + points[0].y);
|
||||
|
||||
for (var i = 1; i < points.length; i++)
|
||||
{
|
||||
this.context.lineTo(x + points[i].x, y + points[i].y);
|
||||
}
|
||||
|
||||
this.context.closePath();
|
||||
this.context.strokeStyle = color;
|
||||
this.context.stroke();
|
||||
|
||||
this.context.fillStyle = 'rgb(255,0,0)';
|
||||
this.context.fillRect(x + points[0].x - 2, y + points[0].y - 2, 5, 5);
|
||||
|
||||
for (var i = 1; i < points.length; i++)
|
||||
{
|
||||
this.context.fillStyle = 'rgb(255,' + (i * 40) + ',0)';
|
||||
this.context.fillRect(x + points[i].x - 2, y + points[i].y - 2, 5, 5);
|
||||
}
|
||||
|
||||
// this.context.strokeStyle = 'rgb(0,255,255)';
|
||||
// this.context.strokeRect(body.left, body.top, body.width, body.height);
|
||||
|
||||
this.stop();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @method Phaser.Utils.Debug#renderPolygon
|
||||
* @param {array} polygon
|
||||
* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
|
||||
*/
|
||||
renderPolygon: function (polygon, color, context) {
|
||||
|
||||
if (this.context === null && context === null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
var points = polygon.points;
|
||||
var x = polygon.pos.x;
|
||||
var y = polygon.pos.y;
|
||||
|
||||
this.start(0, 0, color);
|
||||
|
||||
this.context.beginPath();
|
||||
this.context.moveTo(x + points[0].x, y + points[0].y);
|
||||
|
||||
for (var i = 1; i < points.length; i++)
|
||||
{
|
||||
this.context.lineTo(x + points[i].x, y + points[i].y);
|
||||
}
|
||||
|
||||
this.context.closePath();
|
||||
this.context.strokeStyle = color;
|
||||
this.context.stroke();
|
||||
|
||||
this.stop();
|
||||
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
@@ -1165,13 +1351,13 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -357,6 +451,18 @@ Phaser.Device = function () {
|
||||
*/
|
||||
this.iOS = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} cocoonJS - Is the game running under CocoonJS?
|
||||
* @default
|
||||
*/
|
||||
this.cocoonJS = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} ejecta - Is the game running under Ejecta?
|
||||
* @default
|
||||
*/
|
||||
this.ejecta = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} android - Is running on android?
|
||||
* @default
|
||||
@@ -449,69 +555,110 @@ Phaser.Device = function () {
|
||||
*/
|
||||
this.pointerLock = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} typedArray - Does the browser support TypedArrays?
|
||||
* @default
|
||||
*/
|
||||
this.typedArray = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} vibration - Does the device support the Vibration API?
|
||||
* @default
|
||||
*/
|
||||
this.vibration = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} quirksMode - Is the browser running in strict mode (false) or quirks mode? (true)
|
||||
* @default
|
||||
*/
|
||||
this.quirksMode = false;
|
||||
|
||||
// Browser
|
||||
|
||||
/**
|
||||
* @property {boolean} arora - Is running in arora?
|
||||
* @property {boolean} arora - Set to true if running in Arora.
|
||||
* @default
|
||||
*/
|
||||
this.arora = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} chrome - Is running in chrome?
|
||||
* @property {boolean} chrome - Set to true if running in Chrome.
|
||||
* @default
|
||||
*/
|
||||
this.chrome = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} epiphany - Is running in epiphany?
|
||||
* @property {boolean} epiphany - Set to true if running in Epiphany.
|
||||
* @default
|
||||
*/
|
||||
this.epiphany = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} firefox - Is running in firefox?
|
||||
* @property {boolean} firefox - Set to true if running in Firefox.
|
||||
* @default
|
||||
*/
|
||||
this.firefox = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} ie - Is running in ie?
|
||||
* @property {boolean} ie - Set to true if running in Internet Explorer.
|
||||
* @default
|
||||
*/
|
||||
this.ie = false;
|
||||
|
||||
/**
|
||||
* @property {number} ieVersion - Version of ie?
|
||||
* @property {number} ieVersion - If running in Internet Explorer this will contain the major version number.
|
||||
* @default
|
||||
*/
|
||||
this.ieVersion = 0;
|
||||
|
||||
/**
|
||||
* @property {boolean} mobileSafari - Is running in mobileSafari?
|
||||
* @property {boolean} trident - Set to true if running a Trident version of Internet Explorer (IE11+)
|
||||
* @default
|
||||
*/
|
||||
this.trident = false;
|
||||
|
||||
/**
|
||||
* @property {number} tridentVersion - If running in Internet Explorer 11 this will contain the major version number. See http://msdn.microsoft.com/en-us/library/ie/ms537503(v=vs.85).aspx
|
||||
* @default
|
||||
*/
|
||||
this.tridentVersion = 0;
|
||||
|
||||
/**
|
||||
* @property {boolean} mobileSafari - Set to true if running in Mobile Safari.
|
||||
* @default
|
||||
*/
|
||||
this.mobileSafari = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} midori - Is running in midori?
|
||||
* @property {boolean} midori - Set to true if running in Midori.
|
||||
* @default
|
||||
*/
|
||||
this.midori = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} opera - Is running in opera?
|
||||
* @property {boolean} opera - Set to true if running in Opera.
|
||||
* @default
|
||||
*/
|
||||
this.opera = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} safari - Is running in safari?
|
||||
* @property {boolean} safari - Set to true if running in Safari.
|
||||
* @default
|
||||
*/
|
||||
this.safari = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} webApp - Set to true if running as a WebApp, i.e. within a WebView
|
||||
* @default
|
||||
*/
|
||||
this.webApp = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} silk - Set to true if running in the Silk browser (as used on the Amazon Kindle)
|
||||
* @default
|
||||
*/
|
||||
this.silk = false;
|
||||
|
||||
// Audio
|
||||
|
||||
/**
|
||||
@@ -549,6 +696,7 @@ Phaser.Device = function () {
|
||||
* @default
|
||||
*/
|
||||
this.wav = false;
|
||||
|
||||
/**
|
||||
* Can this device play m4a files?
|
||||
* @property {boolean} m4a - True if this device can play m4a files.
|
||||
@@ -588,6 +736,12 @@ Phaser.Device = function () {
|
||||
*/
|
||||
this.pixelRatio = 0;
|
||||
|
||||
/**
|
||||
* @property {boolean} littleEndian - Is the device big or little endian? (only detected if the browser supports TypedArrays)
|
||||
* @default
|
||||
*/
|
||||
this.littleEndian = false;
|
||||
|
||||
// Run the checks
|
||||
this._checkAudio();
|
||||
this._checkBrowser();
|
||||
@@ -609,21 +763,33 @@ Phaser.Device.prototype = {
|
||||
|
||||
var ua = navigator.userAgent;
|
||||
|
||||
if (/Android/.test(ua)) {
|
||||
if (/Android/.test(ua))
|
||||
{
|
||||
this.android = true;
|
||||
} else if (/CrOS/.test(ua)) {
|
||||
}
|
||||
else if (/CrOS/.test(ua))
|
||||
{
|
||||
this.chromeOS = true;
|
||||
} else if (/iP[ao]d|iPhone/i.test(ua)) {
|
||||
}
|
||||
else if (/iP[ao]d|iPhone/i.test(ua))
|
||||
{
|
||||
this.iOS = true;
|
||||
} else if (/Linux/.test(ua)) {
|
||||
}
|
||||
else if (/Linux/.test(ua))
|
||||
{
|
||||
this.linux = true;
|
||||
} else if (/Mac OS/.test(ua)) {
|
||||
}
|
||||
else if (/Mac OS/.test(ua))
|
||||
{
|
||||
this.macOS = true;
|
||||
} else if (/Windows/.test(ua)) {
|
||||
}
|
||||
else if (/Windows/.test(ua))
|
||||
{
|
||||
this.windows = true;
|
||||
}
|
||||
|
||||
if (this.windows || this.macOS || this.linux) {
|
||||
if (this.windows || this.macOS || (this.linux && this.silk === false))
|
||||
{
|
||||
this.desktop = true;
|
||||
}
|
||||
|
||||
@@ -646,20 +812,33 @@ Phaser.Device.prototype = {
|
||||
|
||||
this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob'];
|
||||
this.fileSystem = !!window['requestFileSystem'];
|
||||
this.webGL = ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )();
|
||||
// this.webGL = !!window['WebGLRenderingContext'];
|
||||
this.webGL = ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )();
|
||||
|
||||
if (this.webGL === null || this.webGL === false)
|
||||
{
|
||||
this.webGL = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.webGL = true;
|
||||
}
|
||||
|
||||
this.worker = !!window['Worker'];
|
||||
|
||||
if ('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) {
|
||||
if ('ontouchstart' in document.documentElement || (window.navigator.maxTouchPoints && window.navigator.maxTouchPoints > 1))
|
||||
{
|
||||
this.touch = true;
|
||||
}
|
||||
|
||||
if (window.navigator.msPointerEnabled) {
|
||||
if (window.navigator.msPointerEnabled || window.navigator.pointerEnabled)
|
||||
{
|
||||
this.mspointer = true;
|
||||
}
|
||||
|
||||
this.pointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
|
||||
|
||||
this.quirksMode = (document.compatMode === 'CSS1Compat') ? false : true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -671,32 +850,70 @@ Phaser.Device.prototype = {
|
||||
|
||||
var ua = navigator.userAgent;
|
||||
|
||||
if (/Arora/.test(ua)) {
|
||||
if (/Arora/.test(ua))
|
||||
{
|
||||
this.arora = true;
|
||||
} else if (/Chrome/.test(ua)) {
|
||||
}
|
||||
else if (/Chrome/.test(ua))
|
||||
{
|
||||
this.chrome = true;
|
||||
} else if (/Epiphany/.test(ua)) {
|
||||
}
|
||||
else if (/Epiphany/.test(ua))
|
||||
{
|
||||
this.epiphany = true;
|
||||
} else if (/Firefox/.test(ua)) {
|
||||
}
|
||||
else if (/Firefox/.test(ua))
|
||||
{
|
||||
this.firefox = true;
|
||||
} else if (/Mobile Safari/.test(ua)) {
|
||||
}
|
||||
else if (/Mobile Safari/.test(ua))
|
||||
{
|
||||
this.mobileSafari = true;
|
||||
} else if (/MSIE (\d+\.\d+);/.test(ua)) {
|
||||
}
|
||||
else if (/MSIE (\d+\.\d+);/.test(ua))
|
||||
{
|
||||
this.ie = true;
|
||||
this.ieVersion = parseInt(RegExp.$1);
|
||||
} else if (/Midori/.test(ua)) {
|
||||
this.ieVersion = parseInt(RegExp.$1, 10);
|
||||
}
|
||||
else if (/Midori/.test(ua))
|
||||
{
|
||||
this.midori = true;
|
||||
} else if (/Opera/.test(ua)) {
|
||||
}
|
||||
else if (/Opera/.test(ua))
|
||||
{
|
||||
this.opera = true;
|
||||
} else if (/Safari/.test(ua)) {
|
||||
}
|
||||
else if (/Safari/.test(ua))
|
||||
{
|
||||
this.safari = true;
|
||||
}
|
||||
else if (/Silk/.test(ua))
|
||||
{
|
||||
this.silk = true;
|
||||
}
|
||||
else if (/Trident\/(\d+\.\d+);/.test(ua))
|
||||
{
|
||||
this.ie = true;
|
||||
this.trident = true;
|
||||
this.tridentVersion = parseInt(RegExp.$1, 10);
|
||||
}
|
||||
|
||||
// WebApp mode in iOS
|
||||
if (navigator['standalone']) {
|
||||
if (navigator['standalone'])
|
||||
{
|
||||
this.webApp = true;
|
||||
}
|
||||
|
||||
if (navigator['isCocoonJS'])
|
||||
{
|
||||
this.cocoonJS = true;
|
||||
}
|
||||
|
||||
if (typeof window.ejecta !== "undefined")
|
||||
{
|
||||
this.ejecta = true;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -758,6 +975,24 @@ Phaser.Device.prototype = {
|
||||
this.iPhone4 = (this.pixelRatio == 2 && this.iPhone);
|
||||
this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1;
|
||||
|
||||
if (typeof Int8Array !== 'undefined')
|
||||
{
|
||||
this.littleEndian = new Int8Array(new Int16Array([1]).buffer)[0] > 0;
|
||||
this.typedArray = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.littleEndian = false;
|
||||
this.typedArray = false;
|
||||
}
|
||||
|
||||
navigator.vibrate = navigator.vibrate || navigator.webkitVibrate || navigator.mozVibrate || navigator.msVibrate;
|
||||
|
||||
if (navigator.vibrate)
|
||||
{
|
||||
this.vibration = true;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -780,8 +1015,10 @@ Phaser.Device.prototype = {
|
||||
// Add it to the body to get the computed style.
|
||||
document.body.insertBefore(el, null);
|
||||
|
||||
for (var t in transforms) {
|
||||
if (el.style[t] !== undefined) {
|
||||
for (var t in transforms)
|
||||
{
|
||||
if (el.style[t] !== undefined)
|
||||
{
|
||||
el.style[t] = "translate3d(1px,1px,1px)";
|
||||
has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]);
|
||||
}
|
||||
@@ -855,6 +1092,8 @@ Phaser.Device.prototype = {
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Device.prototype.constructor = Phaser.Device;
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
@@ -870,13 +1109,13 @@ Phaser.Device.prototype = {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
+1042
File diff suppressed because it is too large
Load Diff
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -345,40 +439,40 @@
|
||||
Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
|
||||
|
||||
/**
|
||||
* The total number of particles in this emitter.
|
||||
* @property {number} maxParticles - The total number of particles in this emitter..
|
||||
* @default
|
||||
*/
|
||||
this.maxParticles = maxParticles || 50;
|
||||
this.maxParticles = maxParticles || 50;
|
||||
|
||||
Phaser.Group.call(this, game);
|
||||
Phaser.Group.call(this, game);
|
||||
|
||||
/**
|
||||
* @property {string} name - Description.
|
||||
*/
|
||||
* @property {string} name - Description.
|
||||
*/
|
||||
this.name = 'emitter' + this.game.particles.ID++;
|
||||
|
||||
/**
|
||||
* @property {Description} type - Description.
|
||||
*/
|
||||
* @property {number} type - Internal Phaser Type value.
|
||||
* @protected
|
||||
*/
|
||||
this.type = Phaser.EMITTER;
|
||||
|
||||
/**
|
||||
* @property {number} x - The X position of the top left corner of the emitter in world space.
|
||||
* @default
|
||||
*/
|
||||
* @property {number} x - The X position of the top left corner of the emitter in world space.
|
||||
* @default
|
||||
*/
|
||||
this.x = 0;
|
||||
|
||||
/**
|
||||
* @property {number} y - The Y position of the top left corner of emitter in world space.
|
||||
* @default
|
||||
*/
|
||||
* @property {number} y - The Y position of the top left corner of emitter in world space.
|
||||
* @default
|
||||
*/
|
||||
this.y = 0;
|
||||
|
||||
/**
|
||||
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
|
||||
* @default
|
||||
*/
|
||||
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
|
||||
* @default
|
||||
*/
|
||||
this.width = 1;
|
||||
|
||||
/**
|
||||
@@ -388,160 +482,134 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
|
||||
this.height = 1;
|
||||
|
||||
/**
|
||||
* The minimum possible velocity of a particle.
|
||||
* The default value is (-100,-100).
|
||||
* @property {Phaser.Point} minParticleSpeed
|
||||
* @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle.
|
||||
* @default
|
||||
*/
|
||||
this.minParticleSpeed = new Phaser.Point(-100, -100);
|
||||
|
||||
/**
|
||||
* The maximum possible velocity of a particle.
|
||||
* The default value is (100,100).
|
||||
* @property {Phaser.Point} maxParticleSpeed
|
||||
* @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle.
|
||||
* @default
|
||||
*/
|
||||
this.maxParticleSpeed = new Phaser.Point(100, 100);
|
||||
|
||||
/**
|
||||
* The minimum possible scale of a particle.
|
||||
* The default value is 1.
|
||||
* @property {number} minParticleScale
|
||||
* @property {number} minParticleScale - The minimum possible scale of a particle.
|
||||
* @default
|
||||
*/
|
||||
this.minParticleScale = 1;
|
||||
|
||||
/**
|
||||
* The maximum possible scale of a particle.
|
||||
* The default value is 1.
|
||||
* @property {number} maxParticleScale
|
||||
* @default
|
||||
*/
|
||||
* @property {number} maxParticleScale - The maximum possible scale of a particle.
|
||||
* @default
|
||||
*/
|
||||
this.maxParticleScale = 1;
|
||||
|
||||
/**
|
||||
* The minimum possible angular velocity of a particle. The default value is -360.
|
||||
* @property {number} minRotation
|
||||
* @default
|
||||
*/
|
||||
* @property {number} minRotation - The minimum possible angular velocity of a particle.
|
||||
* @default
|
||||
*/
|
||||
this.minRotation = -360;
|
||||
|
||||
/**
|
||||
* The maximum possible angular velocity of a particle. The default value is 360.
|
||||
* @property {number} maxRotation
|
||||
* @default
|
||||
*/
|
||||
* @property {number} maxRotation - The maximum possible angular velocity of a particle.
|
||||
* @default
|
||||
*/
|
||||
this.maxRotation = 360;
|
||||
|
||||
/**
|
||||
* Sets the <code>gravity.y</code> of each particle to this value on launch.
|
||||
* @property {number} gravity
|
||||
* @default
|
||||
*/
|
||||
this.gravity = 2;
|
||||
* @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch.
|
||||
* @default
|
||||
*/
|
||||
this.gravity = 100;
|
||||
|
||||
/**
|
||||
* Set your own particle class type here.
|
||||
* @property {Description} particleClass
|
||||
* @default
|
||||
*/
|
||||
* @property {any} particleClass - For emitting your own particle class types.
|
||||
* @default
|
||||
*/
|
||||
this.particleClass = null;
|
||||
|
||||
/**
|
||||
* The X and Y drag component of particles launched from the emitter.
|
||||
* @property {Phaser.Point} particleDrag
|
||||
*/
|
||||
this.particleDrag = new Phaser.Point();
|
||||
* @property {number} particleFriction - The friction component of particles launched from the emitter.
|
||||
* @default
|
||||
*/
|
||||
this.particleFriction = 0;
|
||||
|
||||
/**
|
||||
* The angular drag component of particles launched from the emitter if they are rotating.
|
||||
* @property {number} angularDrag
|
||||
* @default
|
||||
*/
|
||||
* @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating.
|
||||
* @default
|
||||
*/
|
||||
this.angularDrag = 0;
|
||||
|
||||
/**
|
||||
* How often a particle is emitted in ms (if emitter is started with Explode == false).
|
||||
* @property {boolean} frequency
|
||||
* @default
|
||||
*/
|
||||
* @property {boolean} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
|
||||
* @default
|
||||
*/
|
||||
this.frequency = 100;
|
||||
|
||||
/**
|
||||
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
|
||||
* Set lifespan to 'zero' for particles to live forever.
|
||||
* @property {number} lifespan
|
||||
* @default
|
||||
*/
|
||||
* @property {number} lifespan - How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.
|
||||
* @default
|
||||
*/
|
||||
this.lifespan = 2000;
|
||||
|
||||
/**
|
||||
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
|
||||
* @property {Phaser.Point} bounce
|
||||
*/
|
||||
* @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
|
||||
*/
|
||||
this.bounce = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* Internal helper for deciding how many particles to launch.
|
||||
* @property {number} _quantity
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
* @property {number} _quantity - Internal helper for deciding how many particles to launch.
|
||||
* @private
|
||||
*/
|
||||
this._quantity = 0;
|
||||
|
||||
/**
|
||||
* Internal helper for deciding when to launch particles or kill them.
|
||||
* @property {number} _timer
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
/**
|
||||
* @property {number} _timer - Internal helper for deciding when to launch particles or kill them.
|
||||
* @private
|
||||
*/
|
||||
this._timer = 0;
|
||||
|
||||
/**
|
||||
* Internal counter for figuring out how many particles to launch.
|
||||
* @property {number} _counter
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
* @property {number} _counter - Internal counter for figuring out how many particles to launch.
|
||||
* @private
|
||||
*/
|
||||
this._counter = 0;
|
||||
|
||||
/**
|
||||
* Internal helper for the style of particle emission (all at once, or one at a time).
|
||||
* @property {boolean} _explode
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
* @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time).
|
||||
* @private
|
||||
*/
|
||||
this._explode = true;
|
||||
|
||||
/**
|
||||
* Determines whether the emitter is currently emitting particles.
|
||||
* It is totally safe to directly toggle this.
|
||||
* @property {boolean} on
|
||||
* @default
|
||||
*/
|
||||
* @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
|
||||
* @default
|
||||
*/
|
||||
this.on = false;
|
||||
|
||||
/**
|
||||
* Determines whether the emitter is being updated by the core game loop.
|
||||
* @property {boolean} exists
|
||||
* @default
|
||||
*/
|
||||
* @property {boolean} exists - Determines whether the emitter is being updated by the core game loop.
|
||||
* @default
|
||||
*/
|
||||
this.exists = true;
|
||||
|
||||
/**
|
||||
* The point the particles are emitted from.
|
||||
* Emitter.x and Emitter.y control the containers location, which updates all current particles
|
||||
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
|
||||
* @property {boolean} emitX
|
||||
*/
|
||||
* The point the particles are emitted from.
|
||||
* Emitter.x and Emitter.y control the containers location, which updates all current particles
|
||||
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
|
||||
* @property {boolean} emitX
|
||||
*/
|
||||
this.emitX = x;
|
||||
|
||||
/**
|
||||
* The point the particles are emitted from.
|
||||
* Emitter.x and Emitter.y control the containers location, which updates all current particles
|
||||
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
|
||||
* @property {boolean} emitY
|
||||
*/
|
||||
* The point the particles are emitted from.
|
||||
* Emitter.x and Emitter.y control the containers location, which updates all current particles
|
||||
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
|
||||
* @property {boolean} emitY
|
||||
*/
|
||||
this.emitY = y;
|
||||
|
||||
|
||||
};
|
||||
|
||||
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
|
||||
@@ -557,12 +625,12 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
|
||||
{
|
||||
if (this._explode)
|
||||
{
|
||||
this._counter = 0;
|
||||
this._counter = 0;
|
||||
|
||||
do
|
||||
{
|
||||
this.emitParticle();
|
||||
this._counter++;
|
||||
this.emitParticle();
|
||||
this._counter++;
|
||||
}
|
||||
while (this._counter < this._quantity);
|
||||
|
||||
@@ -570,22 +638,22 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.game.time.now >= this._timer)
|
||||
{
|
||||
if (this.game.time.now >= this._timer)
|
||||
{
|
||||
this.emitParticle();
|
||||
|
||||
this._counter++;
|
||||
|
||||
this._counter++;
|
||||
|
||||
if (this._quantity > 0)
|
||||
{
|
||||
if (this._counter >= this._quantity)
|
||||
{
|
||||
this.on = false;
|
||||
}
|
||||
if (this._counter >= this._quantity)
|
||||
{
|
||||
this.on = false;
|
||||
}
|
||||
}
|
||||
|
||||
this._timer = this.game.time.now + this.frequency;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -595,62 +663,54 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
|
||||
* This function generates a new array of particle sprites to attach to the emitter.
|
||||
*
|
||||
* @method Phaser.Particles.Arcade.Emitter#makeParticles
|
||||
* @param {Description} keys - Description.
|
||||
* @param {number} frames - Description.
|
||||
* @param {number} quantity - The number of particles to generate when using the "create from image" option.
|
||||
* @param {number} collide - Description.
|
||||
* @param {boolean} collideWorldBounds - Description.
|
||||
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
|
||||
* @param {array|string} keys - A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.
|
||||
* @param {array|number} frames - A frame number, or array of frames that the sprite will use. If an array one is picked at random.
|
||||
* @param {number} quantity - The number of particles to generate.
|
||||
* @param {boolean} [collide=false] - Sets the checkCollision.none flag on the particle sprites body.
|
||||
* @param {boolean} [collideWorldBounds=false] - A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
|
||||
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
|
||||
|
||||
if (typeof frames == 'undefined')
|
||||
{
|
||||
frames = 0;
|
||||
}
|
||||
|
||||
quantity = quantity || this.maxParticles;
|
||||
collide = collide || 0;
|
||||
|
||||
if (typeof collideWorldBounds == 'undefined')
|
||||
{
|
||||
collideWorldBounds = false;
|
||||
}
|
||||
if (typeof frames === 'undefined') { frames = 0; }
|
||||
if (typeof quantity === 'undefined') { quantity = this.maxParticles; }
|
||||
if (typeof collide === 'undefined') { collide = false; }
|
||||
if (typeof collideWorldBounds === 'undefined') { collideWorldBounds = false; }
|
||||
|
||||
var particle;
|
||||
var i = 0;
|
||||
var rndKey = keys;
|
||||
var rndFrame = 0;
|
||||
var rndFrame = frames;
|
||||
|
||||
while (i < quantity)
|
||||
{
|
||||
if (this.particleClass == null)
|
||||
if (this.particleClass === null)
|
||||
{
|
||||
if (typeof keys == 'object')
|
||||
if (typeof keys === 'object')
|
||||
{
|
||||
rndKey = this.game.rnd.pick(keys);
|
||||
}
|
||||
|
||||
if (typeof frames == 'object')
|
||||
if (typeof frames === 'object')
|
||||
{
|
||||
rndFrame = this.game.rnd.pick(frames);
|
||||
}
|
||||
|
||||
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
|
||||
}
|
||||
else
|
||||
{
|
||||
// else
|
||||
// {
|
||||
// particle = new this.particleClass(this.game);
|
||||
}
|
||||
// }
|
||||
|
||||
if (collide > 0)
|
||||
if (collide)
|
||||
{
|
||||
particle.body.allowCollision.any = true;
|
||||
particle.body.allowCollision.none = false;
|
||||
particle.body.checkCollision.any = true;
|
||||
particle.body.checkCollision.none = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.body.allowCollision.none = true;
|
||||
particle.body.checkCollision.none = true;
|
||||
}
|
||||
|
||||
particle.body.collideWorldBounds = collideWorldBounds;
|
||||
@@ -670,9 +730,9 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to turn off all the particles and the emitter.
|
||||
* @method Phaser.Particles.Arcade.Emitter#kill
|
||||
*/
|
||||
* Call this function to turn off all the particles and the emitter.
|
||||
* @method Phaser.Particles.Arcade.Emitter#kill
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
|
||||
|
||||
this.on = false;
|
||||
@@ -682,10 +742,9 @@ Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
|
||||
}
|
||||
|
||||
/**
|
||||
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
||||
* In practice, this is most often called by <code>Object.reset()</code>.
|
||||
* @method Phaser.Particles.Arcade.Emitter#revive
|
||||
*/
|
||||
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
||||
* @method Phaser.Particles.Arcade.Emitter#revive
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
|
||||
|
||||
this.alive = true;
|
||||
@@ -694,27 +753,19 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to start emitting particles.
|
||||
* @method Phaser.Particles.Arcade.Emitter#start
|
||||
* @param {boolean} explode - Whether the particles should all burst out at once.
|
||||
* @param {number} lifespan - How long each particle lives once emitted. 0 = forever.
|
||||
* @param {number} frequency - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
|
||||
* @param {number} quantity - How many particles to launch. 0 = "all of the particles".
|
||||
*/
|
||||
* Call this function to start emitting particles.
|
||||
* @method Phaser.Particles.Arcade.Emitter#start
|
||||
* @param {boolean} [explode=true] - Whether the particles should all burst out at once.
|
||||
* @param {number} [lifespan=0] - How long each particle lives once emitted. 0 = forever.
|
||||
* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
|
||||
* @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles".
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
|
||||
|
||||
if (typeof explode !== 'boolean')
|
||||
{
|
||||
explode = true;
|
||||
}
|
||||
|
||||
lifespan = lifespan || 0;
|
||||
|
||||
// How many ms between emissions?
|
||||
frequency = frequency || 250;
|
||||
|
||||
// Total number of particles to emit
|
||||
quantity = quantity || 0;
|
||||
if (typeof explode === 'undefined') { explode = true; }
|
||||
if (typeof lifespan === 'undefined') { lifespan = 0; }
|
||||
if (typeof frequency === 'undefined') { frequency = 250; }
|
||||
if (typeof quantity === 'undefined') { quantity = 0; }
|
||||
|
||||
this.revive();
|
||||
|
||||
@@ -740,25 +791,25 @@ Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, f
|
||||
}
|
||||
|
||||
/**
|
||||
* This function can be used both internally and externally to emit the next particle.
|
||||
* @method Phaser.Particles.Arcade.Emitter#emitParticle
|
||||
*/
|
||||
* This function can be used both internally and externally to emit the next particle.
|
||||
* @method Phaser.Particles.Arcade.Emitter#emitParticle
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
|
||||
|
||||
var particle = this.getFirstExists(false);
|
||||
|
||||
if (particle == null)
|
||||
{
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.width > 1 || this.height > 1)
|
||||
{
|
||||
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
|
||||
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.reset(this.emitX, this.emitY);
|
||||
particle.reset(this.emitX, this.emitY);
|
||||
}
|
||||
|
||||
particle.lifespan = this.lifespan;
|
||||
@@ -800,8 +851,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
|
||||
particle.scale.setTo(scale, scale);
|
||||
}
|
||||
|
||||
particle.body.drag.x = this.particleDrag.x;
|
||||
particle.body.drag.y = this.particleDrag.y;
|
||||
particle.body.friction = this.particleFriction;
|
||||
particle.body.angularDrag = this.angularDrag;
|
||||
|
||||
}
|
||||
@@ -809,8 +859,8 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
|
||||
/**
|
||||
* A more compact way of setting the width and height of the emitter.
|
||||
* @method Phaser.Particles.Arcade.Emitter#setSize
|
||||
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
|
||||
* @param {number} height - The desired height of the emitter.
|
||||
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
|
||||
* @param {number} height - The desired height of the emitter.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
|
||||
|
||||
@@ -822,13 +872,13 @@ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
|
||||
/**
|
||||
* A more compact way of setting the X velocity range of the emitter.
|
||||
* @method Phaser.Particles.Arcade.Emitter#setXSpeed
|
||||
* @param {number} min - The minimum value for this range.
|
||||
* @param {number} max - The maximum value for this range.
|
||||
* @param {number} [min=0] - The minimum value for this range.
|
||||
* @param {number} [max=0] - The maximum value for this range.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
|
||||
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
|
||||
this.minParticleSpeed.x = min;
|
||||
this.maxParticleSpeed.x = max;
|
||||
@@ -838,13 +888,13 @@ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
|
||||
/**
|
||||
* A more compact way of setting the Y velocity range of the emitter.
|
||||
* @method Phaser.Particles.Arcade.Emitter#setYSpeed
|
||||
* @param {number} min - The minimum value for this range.
|
||||
* @param {number} max - The maximum value for this range.
|
||||
* @param {number} [min=0] - The minimum value for this range.
|
||||
* @param {number} [max=0] - The maximum value for this range.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
|
||||
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
|
||||
this.minParticleSpeed.y = min;
|
||||
this.maxParticleSpeed.y = max;
|
||||
@@ -854,13 +904,13 @@ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
|
||||
/**
|
||||
* A more compact way of setting the angular velocity constraints of the emitter.
|
||||
* @method Phaser.Particles.Arcade.Emitter#setRotation
|
||||
* @param {number} min - The minimum value for this range.
|
||||
* @param {number} max - The maximum value for this range.
|
||||
* @param {number} [min=0] - The minimum value for this range.
|
||||
* @param {number} [max=0] - The maximum value for this range.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
|
||||
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
|
||||
this.minRotation = min;
|
||||
this.maxRotation = max;
|
||||
@@ -868,14 +918,17 @@ Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
|
||||
* Change the emitters center to match the center of any object with a `center` property, such as a Sprite.
|
||||
* @method Phaser.Particles.Arcade.Emitter#at
|
||||
* @param {object} object - The <code>Object</code> that you want to sync up with.
|
||||
* @param {object|Phaser.Sprite} object - The object that you wish to match the center with.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
|
||||
|
||||
this.emitX = object.center.x;
|
||||
this.emitY = object.center.y;
|
||||
if (object.center)
|
||||
{
|
||||
this.emitX = object.center.x;
|
||||
this.emitY = object.center.y;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1011,13 +1064,13 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
@@ -0,0 +1,561 @@
|
||||
<!DOCTYPE html>
|
||||
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>Phaser Source: gameobjects/Events.js</title>
|
||||
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
||||
<![endif]-->
|
||||
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
||||
|
||||
|
||||
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="container-fluid">
|
||||
<div class="navbar navbar-fixed-top navbar-inverse">
|
||||
<div class="navbar-inner">
|
||||
<a class="brand" href="index.html">Phaser</a>
|
||||
<ul class="nav">
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.html">Phaser</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Animation.html">Animation</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Camera.html">Camera</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Canvas.html">Canvas</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Circle.html">Circle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Color.html">Color</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Back.html">Back</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Circular.html">Circular</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Linear.html">Linear</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.FrameData.html">FrameData</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Input.html">Input</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.InputHandler.html">InputHandler</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Key.html">Key</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Loader.html">Loader</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Math.html">Math</a>
|
||||
</li>
|
||||
|
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<div class="span12">
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||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: gameobjects/Events.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class Phaser.Events
|
||||
*
|
||||
* @classdesc The Events component is a collection of events fired by the parent game object.
|
||||
*
|
||||
* For example to tell when a Sprite has been added to a new group:
|
||||
*
|
||||
* ```sprite.events.onAddedToGroup.add(yourFunction, this);```
|
||||
*
|
||||
* Where `yourFunction` is the function you want called when this event occurs.
|
||||
*
|
||||
* Note that the Input related events only exist if the Sprite has had `inputEnabled` set to `true`.
|
||||
*
|
||||
* @constructor
|
||||
*
|
||||
* @param {Phaser.Sprite} sprite - A reference to Description.
|
||||
*/
|
||||
Phaser.Events = function (sprite) {
|
||||
|
||||
this.parent = sprite;
|
||||
|
||||
this.onAddedToGroup = new Phaser.Signal();
|
||||
this.onRemovedFromGroup = new Phaser.Signal();
|
||||
this.onKilled = new Phaser.Signal();
|
||||
this.onRevived = new Phaser.Signal();
|
||||
this.onOutOfBounds = new Phaser.Signal();
|
||||
|
||||
this.onInputOver = null;
|
||||
this.onInputOut = null;
|
||||
this.onInputDown = null;
|
||||
this.onInputUp = null;
|
||||
this.onDragStart = null;
|
||||
this.onDragStop = null;
|
||||
|
||||
this.onAnimationStart = null;
|
||||
this.onAnimationComplete = null;
|
||||
this.onAnimationLoop = null;
|
||||
|
||||
this.onBeginContact = null;
|
||||
this.onEndContact = null;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Events.prototype = {
|
||||
|
||||
destroy: function () {
|
||||
|
||||
this.parent = null;
|
||||
this.onAddedToGroup.dispose();
|
||||
this.onRemovedFromGroup.dispose();
|
||||
this.onKilled.dispose();
|
||||
this.onRevived.dispose();
|
||||
this.onOutOfBounds.dispose();
|
||||
|
||||
if (this.onInputOver)
|
||||
{
|
||||
this.onInputOver.dispose();
|
||||
this.onInputOut.dispose();
|
||||
this.onInputDown.dispose();
|
||||
this.onInputUp.dispose();
|
||||
this.onDragStart.dispose();
|
||||
this.onDragStop.dispose();
|
||||
}
|
||||
|
||||
if (this.onAnimationStart)
|
||||
{
|
||||
this.onAnimationStart.dispose();
|
||||
this.onAnimationComplete.dispose();
|
||||
this.onAnimationLoop.dispose();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Events.prototype.constructor = Phaser.Events;
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
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|
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<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
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|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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|
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|
||||
<a href="Phaser.Mouse.html">Mouse</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.MSPointer.html">MSPointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Net.html">Net</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.html">Particles</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.PluginManager.html">PluginManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Point.html">Point</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.State.html">State</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Tween.html">Tween</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TweenManager.html">TweenManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.html">Utils</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Utils.Debug.html">Debug</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.World.html">World</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="SignalBinding.html">SignalBinding</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row-fluid">
|
||||
|
||||
|
||||
<div class="span12">
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
|
||||
<h1 class="page-title">Source: core/Filter.js</h1>
|
||||
|
||||
<section>
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* This is a base Filter template to use for any Phaser filter development.
|
||||
*
|
||||
* @class Phaser.Filter
|
||||
* @classdesc Phaser - Filter
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @param {Object} uniforms - Uniform mappings object
|
||||
* @param {Array} fragmentSrc - The fragment shader code.
|
||||
*/
|
||||
Phaser.Filter = function (game, uniforms, fragmentSrc) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {number} type - The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.
|
||||
* @default
|
||||
*/
|
||||
this.type = Phaser.WEBGL_FILTER;
|
||||
|
||||
/**
|
||||
* An array of passes - some filters contain a few steps this array simply stores the steps in a linear fashion.
|
||||
* For example the blur filter has two passes blurX and blurY.
|
||||
* @property {array} passes - An array of filter objects.
|
||||
* @private
|
||||
*/
|
||||
this.passes = [this];
|
||||
|
||||
/**
|
||||
* @property {boolean} dirty - Internal PIXI var.
|
||||
* @default
|
||||
*/
|
||||
this.dirty = true;
|
||||
|
||||
/**
|
||||
* @property {number} padding - Internal PIXI var.
|
||||
* @default
|
||||
*/
|
||||
this.padding = 0;
|
||||
|
||||
/**
|
||||
* @property {object} uniforms - Default uniform mappings.
|
||||
*/
|
||||
this.uniforms = {
|
||||
|
||||
time: { type: '1f', value: 0 },
|
||||
resolution: { type: '2f', value: { x: 256, y: 256 }},
|
||||
mouse: { type: '2f', value: { x: 0.0, y: 0.0 }}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* @property {array} fragmentSrc - The fragment shader code.
|
||||
*/
|
||||
this.fragmentSrc = fragmentSrc || [];
|
||||
|
||||
};
|
||||
|
||||
Phaser.Filter.prototype = {
|
||||
|
||||
/**
|
||||
* Should be over-ridden.
|
||||
* @method Phaser.Filter#init
|
||||
*/
|
||||
init: function () {
|
||||
// This should be over-ridden. Will receive a variable number of arguments.
|
||||
},
|
||||
|
||||
/**
|
||||
* Set the resolution uniforms on the filter.
|
||||
* @method Phaser.Filter#setResolution
|
||||
* @param {number} width - The width of the display.
|
||||
* @param {number} height - The height of the display.
|
||||
*/
|
||||
setResolution: function (width, height) {
|
||||
|
||||
this.uniforms.resolution.value.x = width;
|
||||
this.uniforms.resolution.value.y = height;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Updates the filter.
|
||||
* @method Phaser.Filter#update
|
||||
* @param {Phaser.Pointer} [pointer] - A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.
|
||||
*/
|
||||
update: function (pointer) {
|
||||
|
||||
if (typeof pointer !== 'undefined')
|
||||
{
|
||||
if (pointer.x > 0)
|
||||
{
|
||||
this.uniforms.mouse.x = pointer.x.toFixed(2);
|
||||
}
|
||||
|
||||
if (pointer.y > 0)
|
||||
{
|
||||
this.uniforms.mouse.y = pointer.y.toFixed(2);
|
||||
}
|
||||
}
|
||||
|
||||
this.uniforms.time.value = this.game.time.totalElapsedSeconds();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Clear down this Filter and null out references
|
||||
* @method Phaser.Filter#destroy
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Filter.prototype.constructor = Phaser.Filter;
|
||||
|
||||
/**
|
||||
* @name Phaser.Filter#width
|
||||
* @property {number} width - The width (resolution uniform)
|
||||
*/
|
||||
Object.defineProperty(Phaser.Filter.prototype, 'width', {
|
||||
|
||||
get: function() {
|
||||
return this.uniforms.resolution.value.x;
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.uniforms.resolution.value.x = value;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Filter#height
|
||||
* @property {number} height - The height (resolution uniform)
|
||||
*/
|
||||
Object.defineProperty(Phaser.Filter.prototype, 'height', {
|
||||
|
||||
get: function() {
|
||||
return this.uniforms.resolution.value.y;
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.uniforms.resolution.value.y = value;
|
||||
}
|
||||
|
||||
});
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
<div class="clearfix"></div>
|
||||
<footer>
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
|
||||
<br clear="both">
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<script src="scripts/sunlight.js"></script>
|
||||
<script src="scripts/sunlight.javascript.js"></script>
|
||||
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
||||
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
||||
<script src="scripts/sunlight-plugin.menu.js"></script>
|
||||
<script src="scripts/jquery.min.js"></script>
|
||||
<script src="scripts/jquery.scrollTo.js"></script>
|
||||
<script src="scripts/jquery.localScroll.js"></script>
|
||||
<script src="scripts/bootstrap-dropdown.js"></script>
|
||||
<script src="scripts/toc.js"></script>
|
||||
|
||||
|
||||
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
||||
|
||||
<script>
|
||||
$( function () {
|
||||
$( "#toc" ).toc( {
|
||||
selectors : "h1,h2,h3,h4",
|
||||
showAndHide : false,
|
||||
scrollTo : 60
|
||||
} );
|
||||
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
||||
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
||||
|
||||
} );
|
||||
</script>
|
||||
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -54,6 +54,18 @@
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Button.html">Button</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Cache.html">Cache</a>
|
||||
</li>
|
||||
@@ -78,6 +90,10 @@
|
||||
<a href="Phaser.Device.html">Device</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Easing.html">Easing</a>
|
||||
</li>
|
||||
@@ -126,6 +142,14 @@
|
||||
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
@@ -138,6 +162,22 @@
|
||||
<a href="Phaser.Game.html">Game</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Gamepad.html">Gamepad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Graphics.html">Graphics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Group.html">Group</a>
|
||||
</li>
|
||||
@@ -158,6 +198,10 @@
|
||||
<a href="Phaser.Keyboard.html">Keyboard</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Line.html">Line</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.LinkedList.html">LinkedList</a>
|
||||
</li>
|
||||
@@ -194,6 +238,18 @@
|
||||
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.html">Physics</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Plugin.html">Plugin</a>
|
||||
</li>
|
||||
@@ -210,6 +266,10 @@
|
||||
<a href="Phaser.Pointer.html">Pointer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Polygon.html">Polygon</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.QuadTree.html">QuadTree</a>
|
||||
</li>
|
||||
@@ -222,6 +282,10 @@
|
||||
<a href="Phaser.Rectangle.html">Rectangle</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
||||
</li>
|
||||
@@ -230,6 +294,10 @@
|
||||
<a href="Phaser.Signal.html">Signal</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.SinglePad.html">SinglePad</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sound.html">Sound</a>
|
||||
</li>
|
||||
@@ -238,6 +306,10 @@
|
||||
<a href="Phaser.SoundManager.html">SoundManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Sprite.html">Sprite</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Stage.html">Stage</a>
|
||||
</li>
|
||||
@@ -254,10 +326,46 @@
|
||||
<a href="Phaser.StateManager.html">StateManager</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<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>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Time.html">Time</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Timer.html">Timer</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<a href="Phaser.Touch.html">Touch</a>
|
||||
</li>
|
||||
@@ -290,20 +398,6 @@
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
<li class="dropdown">
|
||||
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
||||
class="caret"></b></a>
|
||||
|
||||
<ul class="dropdown-menu ">
|
||||
|
||||
<li>
|
||||
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
||||
</li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
@@ -323,7 +417,7 @@
|
||||
<article>
|
||||
<pre class="sunlight-highlight-javascript linenums">/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
@@ -342,124 +436,124 @@
|
||||
*/
|
||||
Phaser.Frame = function (index, x, y, width, height, name, uuid) {
|
||||
|
||||
/**
|
||||
* @property {number} index - The index of this Frame within the FrameData set it is being added to.
|
||||
*/
|
||||
this.index = index;
|
||||
|
||||
/**
|
||||
* @property {number} x - X position within the image to cut from.
|
||||
*/
|
||||
this.x = x;
|
||||
/**
|
||||
* @property {number} index - The index of this Frame within the FrameData set it is being added to.
|
||||
*/
|
||||
this.index = index;
|
||||
|
||||
/**
|
||||
* @property {number} x - X position within the image to cut from.
|
||||
*/
|
||||
this.x = x;
|
||||
|
||||
/**
|
||||
* @property {number} y - Y position within the image to cut from.
|
||||
*/
|
||||
this.y = y;
|
||||
/**
|
||||
* @property {number} y - Y position within the image to cut from.
|
||||
*/
|
||||
this.y = y;
|
||||
|
||||
/**
|
||||
* @property {number} width - Width of the frame.
|
||||
*/
|
||||
this.width = width;
|
||||
/**
|
||||
* @property {number} width - Width of the frame.
|
||||
*/
|
||||
this.width = width;
|
||||
|
||||
/**
|
||||
* @property {number} height - Height of the frame.
|
||||
*/
|
||||
this.height = height;
|
||||
/**
|
||||
* @property {number} height - Height of the frame.
|
||||
*/
|
||||
this.height = height;
|
||||
|
||||
/**
|
||||
* @property {string} name - Useful for Texture Atlas files (is set to the filename value).
|
||||
*/
|
||||
this.name = name;
|
||||
/**
|
||||
* @property {string} name - Useful for Texture Atlas files (is set to the filename value).
|
||||
*/
|
||||
this.name = name;
|
||||
|
||||
/**
|
||||
* @property {string} uuid - A link to the PIXI.TextureCache entry.
|
||||
*/
|
||||
this.uuid = uuid;
|
||||
/**
|
||||
* @property {string} uuid - A link to the PIXI.TextureCache entry.
|
||||
*/
|
||||
this.uuid = uuid;
|
||||
|
||||
/**
|
||||
* @property {number} centerX - Center X position within the image to cut from.
|
||||
*/
|
||||
/**
|
||||
* @property {number} centerX - Center X position within the image to cut from.
|
||||
*/
|
||||
this.centerX = Math.floor(width / 2);
|
||||
|
||||
/**
|
||||
* @property {number} centerY - Center Y position within the image to cut from.
|
||||
*/
|
||||
/**
|
||||
* @property {number} centerY - Center Y position within the image to cut from.
|
||||
*/
|
||||
this.centerY = Math.floor(height / 2);
|
||||
|
||||
/**
|
||||
* @property {number} distance - The distance from the top left to the bottom-right of this Frame.
|
||||
*/
|
||||
this.distance = Phaser.Math.distance(0, 0, width, height);
|
||||
/**
|
||||
* @property {number} distance - The distance from the top left to the bottom-right of this Frame.
|
||||
*/
|
||||
this.distance = Phaser.Math.distance(0, 0, width, height);
|
||||
|
||||
/**
|
||||
* @property {boolean} rotated - Rotated? (not yet implemented)
|
||||
* @default
|
||||
*/
|
||||
this.rotated = false;
|
||||
/**
|
||||
* @property {boolean} rotated - Rotated? (not yet implemented)
|
||||
* @default
|
||||
*/
|
||||
this.rotated = false;
|
||||
|
||||
/**
|
||||
* @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
|
||||
* @default 'cw'
|
||||
*/
|
||||
this.rotationDirection = 'cw';
|
||||
/**
|
||||
* @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
|
||||
* @default 'cw'
|
||||
*/
|
||||
this.rotationDirection = 'cw';
|
||||
|
||||
/**
|
||||
* @property {boolean} trimmed - Was it trimmed when packed?
|
||||
* @default
|
||||
*/
|
||||
this.trimmed = false;
|
||||
/**
|
||||
* @property {boolean} trimmed - Was it trimmed when packed?
|
||||
* @default
|
||||
*/
|
||||
this.trimmed = false;
|
||||
|
||||
/**
|
||||
* @property {number} sourceSizeW - Width of the original sprite.
|
||||
*/
|
||||
/**
|
||||
* @property {number} sourceSizeW - Width of the original sprite.
|
||||
*/
|
||||
this.sourceSizeW = width;
|
||||
|
||||
/**
|
||||
* @property {number} sourceSizeH - Height of the original sprite.
|
||||
*/
|
||||
/**
|
||||
* @property {number} sourceSizeH - Height of the original sprite.
|
||||
*/
|
||||
this.sourceSizeH = height;
|
||||
|
||||
/**
|
||||
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeX = 0;
|
||||
/**
|
||||
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeX = 0;
|
||||
|
||||
/**
|
||||
* @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeY = 0;
|
||||
/**
|
||||
* @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeY = 0;
|
||||
|
||||
/**
|
||||
* @property {number} spriteSourceSizeW - Width of the trimmed sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeW = 0;
|
||||
/**
|
||||
* @property {number} spriteSourceSizeW - Width of the trimmed sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeW = 0;
|
||||
|
||||
/**
|
||||
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeH = 0;
|
||||
/**
|
||||
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
|
||||
* @default
|
||||
*/
|
||||
this.spriteSourceSizeH = 0;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Frame.prototype = {
|
||||
|
||||
/**
|
||||
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
|
||||
*
|
||||
* @method Phaser.Frame#setTrim
|
||||
* @param {boolean} trimmed - If this frame was trimmed or not.
|
||||
* @param {number} actualWidth - The width of the frame before being trimmed.
|
||||
* @param {number} actualHeight - The height of the frame before being trimmed.
|
||||
* @param {number} destX - The destination X position of the trimmed frame for display.
|
||||
* @param {number} destY - The destination Y position of the trimmed frame for display.
|
||||
* @param {number} destWidth - The destination width of the trimmed frame for display.
|
||||
* @param {number} destHeight - The destination height of the trimmed frame for display.
|
||||
*/
|
||||
/**
|
||||
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
|
||||
*
|
||||
* @method Phaser.Frame#setTrim
|
||||
* @param {boolean} trimmed - If this frame was trimmed or not.
|
||||
* @param {number} actualWidth - The width of the frame before being trimmed.
|
||||
* @param {number} actualHeight - The height of the frame before being trimmed.
|
||||
* @param {number} destX - The destination X position of the trimmed frame for display.
|
||||
* @param {number} destY - The destination Y position of the trimmed frame for display.
|
||||
* @param {number} destWidth - The destination width of the trimmed frame for display.
|
||||
* @param {number} destHeight - The destination height of the trimmed frame for display.
|
||||
*/
|
||||
setTrim: function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
|
||||
|
||||
this.trimmed = trimmed;
|
||||
@@ -470,8 +564,8 @@ Phaser.Frame.prototype = {
|
||||
this.height = actualHeight;
|
||||
this.sourceSizeW = actualWidth;
|
||||
this.sourceSizeH = actualHeight;
|
||||
this.centerX = Math.floor(actualWidth / 2);
|
||||
this.centerY = Math.floor(actualHeight / 2);
|
||||
this.centerX = Math.floor(actualWidth / 2);
|
||||
this.centerY = Math.floor(actualHeight / 2);
|
||||
this.spriteSourceSizeX = destX;
|
||||
this.spriteSourceSizeY = destY;
|
||||
this.spriteSourceSizeW = destWidth;
|
||||
@@ -481,6 +575,8 @@ Phaser.Frame.prototype = {
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Frame.prototype.constructor = Phaser.Frame;
|
||||
</pre>
|
||||
</article>
|
||||
</section>
|
||||
@@ -496,13 +592,13 @@ Phaser.Frame.prototype = {
|
||||
|
||||
|
||||
<span class="copyright">
|
||||
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
||||
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
||||
</span>
|
||||
<br />
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
||||
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user