94 Commits
Author SHA1 Message Date
photonstorm d9ffd6afd4 Final version of the Getting Started guide. 2013-11-29 18:28:55 +00:00
photonstorm f9b82b66db Tutorial update. 2013-11-29 16:26:59 +00:00
photonstorm efe839978b New Getting Started Tutorial. 2013-11-29 15:16:42 +00:00
photonstorm 00a9897ae2 Updated Filter resolution to a 2f and added Blur and Marble filters. 2013-11-29 12:26:53 +00:00
Richard Davey 378ffc7ade Caustics filter 2013-11-29 10:39:52 +00:00
photonstorm b2fc6c422a Fixed filters for new shader code. 2013-11-28 21:29:16 +00:00
photonstorm f22159e257 Updated documentation. 2013-11-28 15:57:09 +00:00
photonstorm 8da9b67c18 Loader fixed for tilemap data. 2013-11-28 14:22:47 +00:00
photonstorm 780b8a5d6d New filters and demos: LightBeams, Fire and Tunnel. Also Loader can now load script files. 2013-11-28 05:43:35 +00:00
Richard Davey 39025c1c2a Merge pull request #233 from jcd-as/dev
fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off...
2013-11-27 16:57:59 -08:00
Josh Shepard (jcs) e91d40b9fc fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off from each other
Fixes #214
2013-11-27 16:25:20 -08:00
photonstorm a9a46bfbbf Lots of documentation updates and new Loader examples. 2013-11-27 16:33:49 +00:00
photonstorm 4926fac578 New non-conflicting Loading system in place. Creating tests. 2013-11-26 21:10:01 +00:00
photonstorm 2fc5c89c1e Preparing to extend the Loader to handle script loading. 2013-11-26 17:14:21 +00:00
Richard Davey e8646def64 Merge pull request #231 from jcd-as/dev
update the collision hulls in sprite->sprite separations (in addition to...
2013-11-26 03:54:40 -08:00
photonstorm 141337bed9 Heavily optimised PixiShader. 2013-11-26 05:13:56 +00:00
Josh Shepard (jcs) f4688241d2 update the collision hulls in sprite->sprite separations (in addition to sprite->tile separations) 2013-11-25 20:58:39 -08:00
photonstorm 86584a636c Added new Phaser.HEADLESS render mode (doesn't output anything). 2013-11-25 14:53:30 +00:00
photonstorm 06a17b4b26 Fixed an issue in Text. Fixed the background color issue with Canvas games. Updated the Examples viewer so the side-by-side focuses the iframe now. Added new "Extend Group" example. 2013-11-25 13:12:03 +00:00
photonstorm 299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
photonstorm 13a2cc2feb Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way. 2013-11-25 03:13:04 +00:00
Richard Davey 373b97648d Documentation updates 2013-11-24 23:52:31 +00:00
photonstorm a876fdd2b6 README update, Loader audio path fix and Tween.isRunning fix. 2013-11-24 13:16:55 +00:00
Richard Davey cbd9b77327 Merge pull request #218 from TheJare/dev
Fix normalizeAngle and wrapAngle (again?)
2013-11-24 05:09:06 -08:00
photonstorm d30e2974c4 Updated JSHint configuration, README and started working through source files against JSHint. 2013-11-24 12:51:20 +00:00
Richard Davey 16ae7f3cb7 Merge pull request #225 from kevinthompson/kt/jshint
Add JSHint configuration.
2013-11-24 04:29:33 -08:00
photonstorm 155c863d69 New Timer class and scale event updates. 2013-11-24 11:04:58 +00:00
Kevin Thompson 82f019d4d2 Add JSHint configuration. 2013-11-23 09:08:23 -08:00
TheJare 8015194daa Fix normalizeAngle and wrapAngle (again?) 2013-11-23 02:58:02 +01:00
photonstorm 7d7aa795e7 New Fire filter. 2013-11-21 12:34:41 +00:00
photonstorm b286093093 Opps forgot to fix a rogue filter which caused the lib to crash. 2013-11-21 05:31:23 +00:00
photonstorm 496639ff25 Added Phaser.Filter and started moving the shaders over into their own filter classes, so they won't all get bundled in unless needed. 2013-11-21 05:00:07 +00:00
Richard Davey e32c127a97 Merge pull request #212 from TheJare/dev
Fixes to Math and Loader
2013-11-20 04:51:25 -08:00
Richard Davey ca297318f0 Merge pull request #211 from cocoademon/fix_skip_children
Fix a silly mistake in skip preupdate/update for PIXI objects
2013-11-20 04:50:34 -08:00
photonstorm 577e3f8506 Heroku shader conversion :) 2013-11-20 06:31:49 +00:00
photonstorm 93fcb7acbf Loads more shaders and some fixes and enhancements to PixiShader 2013-11-20 04:04:48 +00:00
photonstorm e620c99479 ShaderToy convertor up and working, lots of shaders being turned into Pixi filters :) 2013-11-20 02:28:28 +00:00
TheJare f115a2dbf8 Remove references to GameMath, it's just Math now
Throw exceptions if wrong format given to tilemap or textureatlas. Previously, old onload remained active and error happened in the wrong (and hard to diagnose) place.
2013-11-20 00:12:37 +01:00
Cameron Foale 9b6bfa5f37 Fix a silly mistake in skip preupdate/update for PIXI objects 2013-11-20 09:45:27 +11:00
Richard Davey 40e1b4b9aa Merge pull request #210 from cocoademon/skip_pixi_updates
Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist
2013-11-19 04:20:17 -08:00
photonstorm 6ed6820429 Grid Gunner: Book demo game 2013-11-19 05:34:08 +00:00
Cameron Foale 7ef5ab8c98 Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist 2013-11-19 16:29:02 +11:00
Richard Davey e43571980d Book files 2013-11-19 00:25:55 +00:00
photonstorm b63bd14172 ScaleMode fix, BitmapData change and Device updates. 2013-11-18 20:27:40 +00:00
photonstorm a5f2d65d23 Fixing a few more Pixi issues. 2013-11-17 12:31:57 +00:00
photonstorm 7ad4164e3a Expanding BitmapData 2013-11-17 04:33:16 +00:00
Richard Davey ba6863bdf5 bmd tweaks 2013-11-17 00:55:28 +00:00
photonstorm 38bd00b4ed ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana) 2013-11-16 13:47:12 +00:00
Richard Davey 3249aa2673 Merge pull request #204 from gltovar/dev
Update typescript definition file
2013-11-16 05:45:42 -08:00
Louis Tovar 4d80d6c9b2 Merge remote-tracking branch 'photonstorm_phaser/dev' into dev 2013-11-15 14:21:00 -08:00
Louis Tovar 04ebae7a9f a basic state project that leads to breakout 2013-11-15 13:50:41 -08:00
Louis Tovar 0dab85c853 latest version of typescript definitions, manual changes to get it to code hint properly. 2013-11-15 13:50:16 -08:00
Louis Tovar 266b62caff adding the game state 2013-11-15 13:49:22 -08:00
photonstorm 83cacb93a0 More updates to BitmapData. 2013-11-15 20:40:55 +00:00
Richard Davey 8d48576fe2 Updates 2013-11-14 16:24:27 +00:00
Richard Davey ebe441666c BitmapData object added 2013-11-13 20:57:09 +00:00
Louis Tovar 254bf67e16 Working on creating a test project in typescript using the Template JS and Breakout game. More to come 2013-11-13 01:26:15 -08:00
Louis Tovar f71b8d4df1 Manual fixes for TypeScript definitions file. Not Complete, more to come 2013-11-13 01:24:26 -08:00
Richard Davey 6a24d6116b Lots of renderTexture updates and examples added 2013-11-13 06:49:24 +00:00
Richard Davey e4faa34908 Merge pull request #188 from Izzimach/izz
Switched Tilemap to use user-specified layer.
2013-11-12 16:33:43 -08:00
Richard Davey 71b08cafbd Merge pull request #184 from crazysam/dev
Implementing PluginManager.remove, added PluginManager.removeAll
2013-11-12 16:32:43 -08:00
Richard Davey 9dc7c73135 Merge pull request #181 from jcd-as/dev
Added scrollFactorX/scrollFactorY to TilemapLayers
2013-11-12 16:31:51 -08:00
Richard Davey e271f69527 Merge pull request #170 from beeglebug/selectors
Phaser.Game parent can now be a HTMLElement
2013-11-12 16:26:42 -08:00
photonstorm 46cf024a35 filter test updates 2013-11-09 02:16:52 +00:00
Izzimach 1d20c07ed9 Merge remote-tracking branch 'origin/dev' into izz 2013-11-08 12:04:24 -07:00
Izzimach 18a07f7a88 Switched Tilemap to use user-specified layer.
Tilemap was using the current layer even if a layer was specified as a
parameter in getTile/setTile. Changed it to use the user layer if one is
specified.
2013-11-08 11:40:07 -07:00
Samuel Batista 13fdca9cf5 Merge branch 'dev' of https://github.com/crazysam/phaser into dev 2013-11-08 01:13:58 -05:00
Samuel Batista 084c4239e5 Implementing PluginManager.remove function, added PluginManager.removeAll function. 2013-11-08 01:11:36 -05:00
Josh Shepard b35da01cfc Added scrollFactorX/scrollFactorY to TilemapLayers - controls rate of movement of layers as a factor of camera position 2013-11-07 10:44:04 -08:00
photonstorm 3f99b691c9 Added in a Group.sort demo, also updated the documentation and build files. 2013-11-07 06:10:15 +00:00
photonstorm 42cd8bd812 Added Group.sort, can sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) 2013-11-07 04:31:37 +00:00
photonstorm 789f0bb0a1 Fixing up Group.sort 2013-11-06 17:43:01 +00:00
photonstorm dfb22f1044 Tracked down an evil bug in Group.swap that caused the linked list to get corrupted in an upward (B to A) neighbour swap. 2013-11-06 16:46:21 +00:00
photonstorm 8b793cd8d7 Updated to latest version of Pixi.js. Lovely new WebGL filters now working happily :) 2013-11-06 04:51:23 +00:00
photonstorm 94d9fa6e77 Tidying up some docs. 2013-11-05 21:44:39 +00:00
Richard Davey de34a13545 Merge pull request #176 from rjimenezda/dev
Polygon class & drawPolygon method
2013-11-05 13:20:35 -08:00
Román Jiménez 35dd98c72f Added some docstring to the Polygon class 2013-11-05 20:31:33 +01:00
Román Jiménez 06e33bc8e4 Polygon & drawPolygon method 2013-11-05 20:25:06 +01:00
photonstorm 1eca16a948 ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs) 2013-11-05 16:14:24 +00:00
Samuel Batista 32bff9e419 Merge pull request #1 from photonstorm/dev
Dev
2013-11-04 16:07:59 -08:00
beeglebug 00664f9e99 Phaser.Game parent can now be a HTMLElement 2013-11-04 21:29:32 +00:00
photonstorm fa8533f5d1 Added Tetris sprites 2013-11-04 20:45:51 +00:00
photonstorm 2e576fa9a7 Input Handler updates, orientation screen and World visibility 2013-11-04 20:44:32 +00:00
photonstorm 19ddad8095 Mouse handler updates. 2013-11-04 20:44:32 +00:00
Richard Davey 9022a2f9d3 Merge pull request #160 from cocoademon/camera_shake
Add a postUpdate function to plugins
2013-11-03 18:58:04 -08:00
Richard Davey 0e84b7ccc9 Merge pull request #162 from beeglebug/button
Button now goes back to over state when setFrames used in action
2013-11-03 18:39:54 -08:00
Richard Davey a5c8b2509c Merge pull request #167 from wKLV/dev
Mouse now knows what button is clicked
2013-11-03 18:21:53 -08:00
Richard Davey c1d60d7e19 getAnimation and RAF callback ID checks added 2013-11-04 00:04:19 +00:00
wKLV 8678373754 fix typo 2013-11-04 00:18:59 +01:00
wKLV e8bac6c8c7 Check type uses the static values 2013-11-04 00:16:36 +01:00
KLV 4593a42a5b Mouse property to say what button is being clicked
It follows the convention that already was in the
file 0 for left, 1 for middle and 2 for right.
It also changes to -1 when mouseUp.
2013-11-03 23:43:47 +01:00
beeglebug 3227918c57 fix #154 Button now goes back to over state when setFrames used in action 2013-11-02 11:24:00 +00:00
Cameron Foale a96ced0d82 Add a postUpdate function to plugins, which is called after World.postUpdate 2013-11-02 17:04:32 +11:00
photonstorm cc42a71c66 Preparing 1.1.3 dev branch 2013-11-01 19:05:47 +00:00
571 changed files with 194999 additions and 110658 deletions
+75
View File
@@ -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.
}
+10 -1
View File
@@ -18,6 +18,7 @@ module.exports = function (grunt) {
'src/pixi/core/Matrix.js', 'src/pixi/core/Matrix.js',
'src/pixi/core/Point.js', 'src/pixi/core/Point.js',
'src/pixi/core/Rectangle.js', 'src/pixi/core/Rectangle.js',
'src/pixi/core/Polygon.js',
'src/pixi/display/DisplayObject.js', 'src/pixi/display/DisplayObject.js',
'src/pixi/display/DisplayObjectContainer.js', 'src/pixi/display/DisplayObjectContainer.js',
'src/pixi/display/Sprite.js', 'src/pixi/display/Sprite.js',
@@ -26,12 +27,16 @@ module.exports = function (grunt) {
'src/pixi/extras/Strip.js', 'src/pixi/extras/Strip.js',
'src/pixi/extras/Rope.js', 'src/pixi/extras/Rope.js',
'src/pixi/extras/TilingSprite.js', 'src/pixi/extras/TilingSprite.js',
'src/pixi/filters/AbstractFilter.js',
'src/pixi/filters/FilterBlock.js', 'src/pixi/filters/FilterBlock.js',
'src/pixi/filters/MaskFilter.js',
'src/pixi/primitives/Graphics.js', 'src/pixi/primitives/Graphics.js',
'src/pixi/renderers/canvas/CanvasGraphics.js', 'src/pixi/renderers/canvas/CanvasGraphics.js',
'src/pixi/renderers/canvas/CanvasRenderer.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/WebGLBatch.js',
'src/pixi/renderers/webgl/WebGLFilterManager.js',
'src/pixi/renderers/webgl/WebGLGraphics.js', 'src/pixi/renderers/webgl/WebGLGraphics.js',
'src/pixi/renderers/webgl/WebGLRenderer.js', 'src/pixi/renderers/webgl/WebGLRenderer.js',
'src/pixi/renderers/webgl/WebGLRenderGroup.js', 'src/pixi/renderers/webgl/WebGLRenderGroup.js',
@@ -49,6 +54,7 @@ module.exports = function (grunt) {
'src/core/LinkedList.js', 'src/core/LinkedList.js',
'src/core/Signal.js', 'src/core/Signal.js',
'src/core/SignalBinding.js', 'src/core/SignalBinding.js',
'src/core/Filter.js',
'src/core/Plugin.js', 'src/core/Plugin.js',
'src/core/PluginManager.js', 'src/core/PluginManager.js',
'src/core/Stage.js', 'src/core/Stage.js',
@@ -65,6 +71,7 @@ module.exports = function (grunt) {
'src/input/InputHandler.js', 'src/input/InputHandler.js',
'src/gameobjects/Events.js', 'src/gameobjects/Events.js',
'src/gameobjects/GameObjectFactory.js', 'src/gameobjects/GameObjectFactory.js',
'src/gameobjects/BitmapData.js',
'src/gameobjects/Sprite.js', 'src/gameobjects/Sprite.js',
'src/gameobjects/TileSprite.js', 'src/gameobjects/TileSprite.js',
'src/gameobjects/Text.js', 'src/gameobjects/Text.js',
@@ -82,11 +89,13 @@ module.exports = function (grunt) {
'src/geom/Circle.js', 'src/geom/Circle.js',
'src/geom/Point.js', 'src/geom/Point.js',
'src/geom/Rectangle.js', 'src/geom/Rectangle.js',
'src/geom/Polygon.js',
'src/net/Net.js', 'src/net/Net.js',
'src/tween/TweenManager.js', 'src/tween/TweenManager.js',
'src/tween/Tween.js', 'src/tween/Tween.js',
'src/tween/Easing.js', 'src/tween/Easing.js',
'src/time/Time.js', 'src/time/Time.js',
'src/time/Timer.js',
'src/animation/AnimationManager.js', 'src/animation/AnimationManager.js',
'src/animation/Animation.js', 'src/animation/Animation.js',
'src/animation/Frame.js', 'src/animation/Frame.js',
+99 -202
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@@ -5,19 +5,18 @@ Phaser 1.1
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. 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: 1.1.2 - Released: November 1st 2013 Version: 1.1.3 "Arafel" - Released: November 29th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com) By Richard Davey, [Photon Storm](http://www.photonstorm.com)
View the [Official Website](http://phaser.io)<br /> View the [Official Website](http://phaser.io)<br />
Follow on [Twitter](https://twitter.com/photonstorm)<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 /> Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)<br />
Try out 150+ [Phaser Examples](http://gametest.mobi/phaser/examples/) Try out 160+ [Phaser Examples](http://gametest.mobi/phaser/examples/)
[Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework) [Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework)
"Being negative is not how we make progress" - Larry Page, Google [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.
Welcome to Phaser Welcome to Phaser
----------------- -----------------
@@ -34,189 +33,90 @@ Phaser is everything we ever wanted from an HTML5 game framework. It powers all
![MiniCybernoid](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser-cybernoid-640x480.png) ![MiniCybernoid](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser-cybernoid-640x480.png)
Getting Started Guide
---------------------
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.
Change Log Change Log
---------- ----------
Version 1.1.2 - November 1st 2013 Version 1.1.3 - "Arafel" - November 29th 2013
* New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon. * New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
* New: Phaser.Button now has the ability to set over/out/up/down sound effects so they play automatically based on those events. * New: The entire Phaser library has been updated to match the new JSHint configuration.
* New: Added init method to plugins, to be called as they are added to the PluginManager (thanks beeglebug) * New: 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)
* New: Physics.Body now has a center property (issue 142, thanks MikeMnD) * New: Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.
* 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: 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.
* 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: 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.
* New: Added Tween.isTweening(object) to check if an object is currently being tweened or not (thanks mikehamil10) * New: RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
* New: Added getMagnitude, setMagnitude, normalize and isZero methods to Point (thanks beeglebug) * New: Physics.overlap now supports Sprites, Groups or Emitters and can perform group vs. group (etc) overlap checks with a custom callback and process handler.
* New/Change: Group.callAll now supports nested functions and a context, making it really powerful! * New: Added Sound.externalNode which allows you to connect a Sound to an external node input rather than the SoundManager gain node.
* 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. * New: Added SoundManager.connectToMaster boolean. Used in conjunction with Sound.externalNode you can easily configure audio nodes to connect together for special effects.
* Updated: Finished documentation for the Phaser.Button class. * New: PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
* Updated: Fixed the Invaders game sample and enhanced it. * New: scrollFactorX/scrollFactorY have been added to TilemapLayers (thanks jcd-as)
* Updated: Fixed the Star Struck game sample and enhanced it. * New: Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
* Updated: If you pause an Animation, when you next play it it'll resume (un-pause itself). * New: Now using the latest version of Pixi.js. Which means you can use all the sexy new WebGL filters :)
* Updated: hexToRGB now accepts short hex codes (#EEE) (thanks beeglebug) * New: Sprite.animations.getAnimation will return an animation instance which was added by name.
* Updated: State functions (preload, update, render, etc) are now passed the current game as a parameter (thanks beeglebug) * New: Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
* 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. * New: Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
* Updated: event.preventDefault() has been added to all Mouse event handlers. * New: StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y. * New: World.visible boolean added, toggles rendering of the world on/off entirely.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated. * New: Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values. * New: 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.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y. * New: 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.
* 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!) * New: Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
* Fixed issue 149 - Starling XML files now load properly again, also created an Example to show use of them (thanks haden) * New: Device.littleEndian boolean added. Only safe to use if the browser supports TypedArrays (which IE9 doesn't, but nearly all others do)
* Fixed an issue where if the Starling XML file didn't contain a frameX/Y value it would crash on import. * New: 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.
* Fixed the Multiple Animations Example - it's now a lovely underwater scene :) * New: Mouse.capture is a boolean. If set to true then DOM mouse events will have event.preventDefault() applied, if false they will propogate fully.
* 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) * New: The object returned by Math.sinCosGenerator now contains a length property.
* 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 * Updated: Lots of documentation fixes and updates across nearly all files. Tilemap now documented for example and lots of instances of 'Description' filled out.
* Updated: ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
* Updated: Button now goes back to over state when setFrames used in action (thanks beeglebug)
* Updated: plugins now have a postUpdate callback (thanks cocoademon)
* Updated: Tided up the Graphics object (thanks BorisKozo)
* Updated: 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.
* Updated: Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
* Updated: If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
* Updated: Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist (thanks cocoademon)
* Updated: Loader.audio can now accept either an array of URL strings or a single URL string (thanks crazysam + kevinthompson)
* Updated: MSPointer updated to support IE11 by dropping the prefix from the event listeners.
* Updated: Device.cocoonJS added to detect if the game is running under Cocoon or a native browser.
* Updated: Loader now uses a new queue system internally, meaning you can have assets with the same key spread across different types.
* Quick patch to get Phaser.AUTO working again on Firefox / Android. * Fixed: Lots of fixes to the TypeScript definitions file (many thanks gltovar)
* Any key added via addKey now automatically adds it to the capture list. * Fixed: Tilemap commands use specified layer when one given (thanks Izzimach)
* Fixed: Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
* Fixed: Input Keyboard example fix (thanks Atrodilla)
* Fixed: BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
* Fixed: Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
* Fixed: Point.rotate asDegrees fixed (thanks BorisKozo)
* Fixed: ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
* Fixed: StageScaleMode.forceOrientation now correctly stores the forcePortrait value (thanks haden)
* Fixed: Fixes to Math and Loader (thanks theJare)
* Fixed: Tween - isRunning not reset when non-looped tween completes (thanks crazysam + kevinthompson)
* Fixed: Math.normalizeAngle and Math.wrapAngle (thanks theJare)
* Fixed: Device.isTouch modified to test maxTouchPointers instead of MSPointer.
* Fixed: InputHandler.checkPointerOver now checks the visible status of the Sprite Group before processing.
* Fixed: The Sprite hulls (used for tile collision) were not being updated in sprite->sprite separations (thanks jcs)
* Fixed: Plugins that had a postUpdate but no Update weren't being marked as active (thanks crazysam)
* Fixed: StateManager.onPausedCallback function is not called when the game is paused (thanks haden)
* Fixed: Fix for 'jitter' in scrolling where tilemaps & sprites are one frame off (thanks jcs)
Version 1.1 - October 25th 2013 You can view the complete Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
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.
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
Outstanding Tasks
-----------------
* TODY: 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).
* 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: Look at HiDPI Canvas settings
How to Build How to Build
------------ ------------
A Grunt script has been provided that will build Phaser from source as well as the examples. Run `grunt` in the phaser folder for a list of command-line options. 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.
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
Requirements Requirements
------------ ------------
@@ -302,8 +202,18 @@ Road Map
The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions: The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions:
Version 1.1.4 ("Kandor")
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
* More advanced tile map features. Better support for advanced Tiled features. Proper support for DAME tilemaps.
Versions 1.2 ("Saldaea")
* Integration with an advanced physics system. We've been experimenting with p2.js but have yet to conclude our research. * Integration with an advanced physics system. We've been experimenting with p2.js but have yet to conclude our research.
* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc. * A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
Version 1.2+
* 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. * 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.
* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta. * Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
* Integration with third party services like Google Play Game Services and Amazon JS SDK. * Integration with third party services like Google Play Game Services and Amazon JS SDK.
@@ -313,19 +223,23 @@ The 1.1 release was a massive under-taking, but we're really happy with how Phas
* Test out packaging with Node-webkit. * Test out packaging with Node-webkit.
* Flash CC HTML5 export integration. * Flash CC HTML5 export integration.
* Game parameters stored in Google Docs. * Game parameters stored in Google Docs.
* More advanced tile map features. Better support for advanced Tiled features and also I want to add full support for DAME tilemaps. * Add a d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
* Look at HiDPI Canvas settings.
Learn By Example 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 150 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. 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 150 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 running through a local web server (to avoid file access permission errors from your browser). 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.
Browse to the examples folder via your web server. Using a locally installed web server browse to the examples folder:
examples/index.html 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. 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. You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
@@ -333,44 +247,27 @@ You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
Contributing 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.
If you find a bug (highly likely!) then please report it on github or our forum. If you find a bug (highly likely!) then please report it on github or our 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 small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you.
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 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
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 requirement, 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.
Bugs? Bugs?
----- -----
Please add them to the [Issue Tracker][1] with as much info as possible. Please add them to the [Issue Tracker][1] with as much info as possible, especially source code demonstrating the issue.
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png) ![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png)
"Being negative is not how we make progress" - Larry Page, Google
License License
------- -------
The MIT License (MIT) Phaser is released under the (http://opensource.org/licenses/MIT) MIT License.
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 [1]: https://github.com/photonstorm/phaser/issues
[phaser]: https://github.com/photonstorm/phaser [phaser]: https://github.com/photonstorm/phaser
+141 -119
View File
@@ -1,123 +1,145 @@
<?php <?php
// All JS files in build order. // All JS files in build order.
// Much easier for debugging re: line numbers // 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/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="$path/src/net/Net.js"></script>
<script src="$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="$path/src/animation/AnimationManager.js"></script>
<script src="$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="$path/src/physics/arcade/ArcadePhysics.js"></script>
<script src="$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>
+41 -23
View File
@@ -1,5 +1,6 @@
declare class Phaser { declare class Phaser {
static VERSION: string; static VERSION: string;
static DEV_VERSION: string;
static GAMES: Array; static GAMES: Array;
static AUTO: number; static AUTO: number;
static CANVAS: number; static CANVAS: number;
@@ -16,6 +17,9 @@ declare class Phaser {
static TILEMAP: number; static TILEMAP: number;
static TILEMAPLAYER: number; static TILEMAPLAYER: number;
static EMITTER: number; static EMITTER: number;
static BITMAPDATA: number;
static CANVAS_FILTER: number;
static WEBGL_FILTER: number;
} }
declare module Phaser { declare module Phaser {
@@ -30,11 +34,12 @@ declare module Phaser {
height: number; height: number;
view: Phaser.Rectangle; view: Phaser.Rectangle;
screenView: Phaser.Rectangle; screenView: Phaser.Rectangle;
bounds: Phaser.Rectangle;
deadzone: Phaser.Rectangle; deadzone: Phaser.Rectangle;
visible: boolean; visible: boolean;
atLimit: { x: boolean; y: boolean; }; atLimit: { x: boolean; y: boolean; };
target: Phaser.Sprite; target: Phaser.Sprite;
_edge: number; private _edge: number;
static FOLLOW_LOCKON: number; static FOLLOW_LOCKON: number;
static FOLLOW_PLATFORMER: number; static FOLLOW_PLATFORMER: number;
static FOLLOW_TOPDOWN: number; static FOLLOW_TOPDOWN: number;
@@ -53,19 +58,22 @@ declare module Phaser {
camera: Phaser.Camera; camera: Phaser.Camera;
cache: Phaser.Cache; cache: Phaser.Cache;
input: Phaser.Input; input: Phaser.Input;
load: Phaser.Loader;
stage: Phaser.Stage; stage: Phaser.Stage;
math: Phaser.Math; math: Phaser.Math;
sound: Phaser.SoundManager; sound: Phaser.SoundManager;
stage: Phaser.Stage;
time: Phaser.Time; time: Phaser.Time;
tweens: Phaser.TweenManager; tweens: Phaser.TweenManager;
world: Phaser.World; world: Phaser.World;
particles: Phaser.Particles; particles: Phaser.Particles;
physics: Phaser.Physics.Arcade; physics: Phaser.Physics.Arcade;
load();
preload(); preload();
loadUpdate();
loadRender();
create(); create();
render();
update(); update();
render();
paused(); paused();
destroy(); destroy();
} }
@@ -86,9 +94,9 @@ declare module Phaser {
onPausedCallback(): void; onPausedCallback(): void;
onShutDownCallback(): void; onShutDownCallback(): void;
boot(): void; boot(): void;
add(key: string, state: Phaser.State, autoStart: boolean): void; add(key: string, state: typeof Phaser.State, autoStart?: boolean): void;
remove(key: string): void; remove(key: string): void;
start(key: string, clearWorld: boolean, clearCache: boolean): void; start(key: string, clearWorld?: boolean, clearCache?: boolean): void;
dummy(): void; dummy(): void;
checkState(key: string): boolean; checkState(key: string): boolean;
link(key: string): void; link(key: string): void;
@@ -119,10 +127,10 @@ declare module Phaser {
memorize: boolean; memorize: boolean;
active: boolean; active: boolean;
validateListener(listener: Function, fnName: string): void; validateListener(listener: Function, fnName: string): void;
has(listener: Function, context?: Object): boolean; has(listener: Function, context?: any): boolean;
add(listener: Function, listenerContext?: Object, priority?: number): Phaser.SignalBinding; add(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding;
addOnce(listener: Function, listenerContext?: Object, priority?: number): Phaser.SignalBinding; addOnce(listener: Function, listenerContext?: any, priority?: number): Phaser.SignalBinding;
remove(listener: Function, context?: Object): Function; remove(listener: Function, context?: any): Function;
removeAll(): void; removeAll(): void;
getNumListeners(): number; getNumListeners(): number;
halt(): void; halt(): void;
@@ -184,6 +192,7 @@ declare module Phaser {
scale: Phaser.StageScaleMode; scale: Phaser.StageScaleMode;
aspectRatio: number; aspectRatio: number;
backgroundColor: string; backgroundColor: string;
disableVisibilityChange: boolean;
boot(): void; boot(): void;
visibilityChange(event: Event): void; visibilityChange(event: Event): void;
} }
@@ -204,7 +213,7 @@ declare module Phaser {
add(child: any): any; add(child: any): any;
addAt(child: any, index: number): any; addAt(child: any, index: number): any;
getAt(index: number): any; getAt(index: number): any;
create(x: number, y: number, key: string, frame: string, exists: boolean): any; create(x: number, y: number, key: string, frame: string, exists?: boolean): any;
swap(child1: any, child2: any): boolean; swap(child1: any, child2: any): boolean;
bringToTop(child: any): any; bringToTop(child: any): any;
getIndex(child: any): number; getIndex(child: any): number;
@@ -215,7 +224,7 @@ declare module Phaser {
multiplyAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; multiplyAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void;
divideAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void; divideAll(key: string, value: number, checkAlive: boolean, checkVisible: boolean, operation: number): void;
callAllExists(callback: Function, callbackContext: Object, existsValue: boolean): void; callAllExists(callback: Function, callbackContext: Object, existsValue: boolean): void;
callAll(callback: Function, callbackContext: Object): void; callAll(callback: string, callbackContext?: Object): void;
forEach(callback: Function, callbackContext: Object, checkExists: boolean): void; forEach(callback: Function, callbackContext: Object, checkExists: boolean): void;
forEachAlive(callback: Function, callbackContext: Object): void; forEachAlive(callback: Function, callbackContext: Object): void;
forEachDead(callback: Function, callbackContext: Object): void; forEachDead(callback: Function, callbackContext: Object): void;
@@ -252,7 +261,7 @@ declare module Phaser {
} }
class Game { class Game {
constructor(width: number, height: number, renderer: number, parent: string, state: Phaser.StateManager, transparent: boolean, antialias: boolean); constructor(width: number, height: number, renderer: number, parent: string, state: Object, transparent: boolean, antialias: boolean);
id: number; id: number;
width: number; width: number;
height: number; height: number;
@@ -342,10 +351,10 @@ declare module Phaser {
touch: Phaser.Touch; touch: Phaser.Touch;
mspointer: Phaser.MSPointer; mspointer: Phaser.MSPointer;
interactiveItems: Phaser.LinkedList; interactiveItems: Phaser.LinkedList;
onDown(): void; onDown: Phaser.Signal;
onUp(): void; onUp: Phaser.Signal;
onTap(): void; onTap: Phaser.Signal;
onHold(): void; onHold: Phaser.Signal;
boot(): void; boot(): void;
update(): void; update(): void;
reset(hard?: boolean); reset(hard?: boolean);
@@ -654,14 +663,14 @@ declare module Phaser {
game: Phaser.Game; game: Phaser.Game;
world: Phaser.World; world: Phaser.World;
existing(object: any): boolean; existing(object: any): boolean;
sprite(x: number, y: number, key?: string, frame?: number): Phaser.Sprite; sprite(x: number, y: number, key?: string, frame?: any): Phaser.Sprite;
child(parent: any, x: number, y: number, key?: string, frame?: number): Phaser.Sprite; child(parent: any, x: number, y: number, key?: string, frame?: number): Phaser.Sprite;
tween(obj: Object): Phaser.Tween; tween(obj: Object): Phaser.Tween;
group(parent: any, name: string): Phaser.Group; group(parent?: any, name?: string): Phaser.Group;
audio(key: string, volume: number, loop: boolean): Phaser.Sound; audio(key: string, volume?: number, loop?: boolean): Phaser.Sound;
tileSprite(x: number, y: number, width: number, height: number, key?: string, frame?: number): Phaser.TileSprite; tileSprite(x: number, y: number, width: number, height: number, key?: string, frame?: number): Phaser.TileSprite;
text(x: number, y: number, text: string, style: string): Phaser.Text; text(x: number, y: number, text: string, style: any): Phaser.Text;
button(x: number, y: number, key: string, callback: Function, callbackContext: Object, overFrame?: number, outFrame?: number, downFrame?: number): Phaser.Button; button(x: number, y: number, key: string, callback: Function, callbackContext: Object, overFrame?: any, outFrame?: any, downFrame?: any): Phaser.Button;
graphics(x: number, y: number): Phaser.Graphics; graphics(x: number, y: number): Phaser.Graphics;
emitter(x: number, y: number, maxParticles: number): Phaser.Particles.Arcade.Emitter; emitter(x: number, y: number, maxParticles: number): Phaser.Particles.Arcade.Emitter;
bitmapText(x: number, y: number, text: string, style: string): Phaser.BitmapText; bitmapText(x: number, y: number, text: string, style: string): Phaser.BitmapText;
@@ -708,6 +717,7 @@ declare module Phaser {
frameName: string; frameName: string;
inCamera: boolean; inCamera: boolean;
crop: boolean; crop: boolean;
cropEnabled: boolean;
inputEnabled: boolean; inputEnabled: boolean;
preUpdate(): void; preUpdate(): void;
postUpdate(): void; postUpdate(): void;
@@ -735,12 +745,14 @@ declare module Phaser {
exists: boolean; exists: boolean;
alive: boolean; alive: boolean;
group: Phaser.Group; group: Phaser.Group;
content: string;
name: string; name: string;
game: Phaser.Game; game: Phaser.Game;
type: number; type: number;
text: string; text: string;
angle: number; angle: number;
style: string; style: string;
visible: boolean;
position: Phaser.Point; position: Phaser.Point;
anchor: Phaser.Point; anchor: Phaser.Point;
scale: Phaser.Point; scale: Phaser.Point;
@@ -803,6 +815,8 @@ declare module Phaser {
pageAlignVeritcally: boolean; pageAlignVeritcally: boolean;
minWidth: number; minWidth: number;
maxWidth: number; maxWidth: number;
minHeight: number;
maxHeight: number;
width: number; width: number;
height: number; height: number;
maxIterations: number; maxIterations: number;
@@ -1379,7 +1393,7 @@ declare module Phaser {
onFileError: Phaser.Signal; onFileError: Phaser.Signal;
onLoadStart: Phaser.Signal; onLoadStart: Phaser.Signal;
onLoadComplete: Phaser.Signal; onLoadComplete: Phaser.Signal;
setPreloadSprite(sprite: Phaser.Sprite, direction: number): void; setPreloadSprite(sprite: Phaser.Sprite, direction?: number): void;
checkKeyExists(key: string): boolean; checkKeyExists(key: string): boolean;
reset(): void; reset(): void;
addToFileList(type: string, key: string, url: string, properties: Array): void; addToFileList(type: string, key: string, url: string, properties: Array): void;
@@ -1450,7 +1464,7 @@ declare module Phaser {
addMarker(name: string, start: number, stop: number, volume?: number, loop?: boolean): void; addMarker(name: string, start: number, stop: number, volume?: number, loop?: boolean): void;
removeMarker(name: string): void; removeMarker(name: string): void;
update(): void; update(): void;
play(marker: string, position: number, volume?: number, loop?: boolean): Phaser.Sound; play(marker?: string, position?: number, volume?: number, loop?: boolean): Phaser.Sound;
restart(marker: string, position: number, volume?: number, loop?: boolean): void; restart(marker: string, position: number, volume?: number, loop?: boolean): void;
pause(): void; pause(): void;
resume(): void; resume(): void;
@@ -1551,6 +1565,10 @@ declare module Phaser {
computeVelocity(axis: number, body: Phaser.Physics.Arcade.Body, velocity: number, acceleration: number, drag: number, max: number): void; computeVelocity(axis: number, body: Phaser.Physics.Arcade.Body, velocity: number, acceleration: number, drag: number, max: number): void;
preUpdate(): void; preUpdate(): void;
postUpdate(): void; postUpdate(): void;
overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
overlapSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
overlapSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
overlapGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
collideSpriteVsTilemap(sprite1: Phaser.Sprite, tilemap: Phaser.Tilemap, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; collideSpriteVsTilemap(sprite1: Phaser.Sprite, tilemap: Phaser.Tilemap, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
+13535 -9031
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+12 -11
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-1
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@@ -1 +0,0 @@
jsdocts -d:phaser.d.ts phaser.js
+163
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@@ -1,6 +1,169 @@
Change Log Change Log
---------- ----------
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) 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. * Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
+66 -18
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -402,13 +446,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
/** /**
* @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; this.game = game;
/** /**
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation. * @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
* @private * @private
*/ */
this._parent = parent; this._parent = parent;
/** /**
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses. * @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
@@ -425,18 +469,18 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
* @property {object} _frames * @property {object} _frames
* @private * @private
*/ */
this._frames = []; this._frames = [];
this._frames = this._frames.concat(frames); this._frames = this._frames.concat(frames);
/** /**
* @property {number} delay - The delay in ms between each frame of the Animation. * @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. * @property {boolean} looped - The loop state of the Animation.
*/ */
this.looped = looped; this.looped = looped;
/** /**
* @property {boolean} looped - The loop state of the Animation. * @property {boolean} looped - The loop state of the Animation.
@@ -447,13 +491,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback. * @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
* @default * @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. * @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
* @default * @default
*/ */
this.isPlaying = false; this.isPlaying = false;
/** /**
* @property {boolean} isPaused - The paused state of the Animation. * @property {boolean} isPaused - The paused state of the Animation.
@@ -473,7 +517,7 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
* @private * @private
* @default * @default
*/ */
this._frameIndex = 0; this._frameIndex = 0;
/** /**
* @property {number} _frameDiff * @property {number} _frameDiff
@@ -492,8 +536,8 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
/** /**
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation. * @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 = { Phaser.Animation.prototype = {
@@ -538,7 +582,7 @@ Phaser.Animation.prototype = {
this._frameIndex = 0; this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); 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) if (this._parent.events)
{ {
@@ -605,7 +649,7 @@ Phaser.Animation.prototype = {
return false; 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; this._frameSkip = 1;
@@ -649,7 +693,11 @@ Phaser.Animation.prototype = {
else else
{ {
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); 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; return true;
@@ -706,7 +754,7 @@ Phaser.Animation.prototype = {
* @name Phaser.Animation#paused * @name Phaser.Animation#paused
* @property {boolean} paused - Gets and sets the paused state of this Animation. * @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 () { get: function () {
@@ -741,7 +789,7 @@ 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. * @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly * @readonly
*/ */
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", { Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {
get: function () { get: function () {
return this._frames.length; return this._frames.length;
@@ -753,7 +801,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
* @name Phaser.Animation#frame * @name Phaser.Animation#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. * @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 () { get: function () {
@@ -775,7 +823,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
if (this.currentFrame !== null) if (this.currentFrame !== null)
{ {
this._frameIndex = value; this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
} }
} }
@@ -864,7 +912,7 @@ Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zer
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+270 -205
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -396,49 +440,49 @@ Phaser.AnimationManager = function (sprite) {
/** /**
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager. * @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
*/ */
this.sprite = sprite; this.sprite = sprite;
/** /**
* @property {Phaser.Game} game - A reference to the currently running Game. * @property {Phaser.Game} game - A reference to the currently running Game.
*/ */
this.game = sprite.game; this.game = sprite.game;
/** /**
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any. * @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
* @default * @default
*/ */
this.currentFrame = null; this.currentFrame = null;
/** /**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false. * @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default * @default
*/ */
this.updateIfVisible = true; this.updateIfVisible = true;
/** /**
* @property {boolean} isLoaded - Set to true once animation data has been loaded. * @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default * @default
*/ */
this.isLoaded = false; this.isLoaded = false;
/** /**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData. * @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private * @private
* @default * @default
*/ */
this._frameData = null; this._frameData = null;
/** /**
* @property {object} _anims - An internal object that stores all of the Animation instances. * @property {object} _anims - An internal object that stores all of the Animation instances.
* @private * @private
*/ */
this._anims = {}; this._anims = {};
/** /**
* @property {object} _outputFrames - An internal object to help avoid gc. * @property {object} _outputFrames - An internal object to help avoid gc.
* @private * @private
*/ */
this._outputFrames = []; this._outputFrames = [];
}; };
@@ -452,205 +496,226 @@ Phaser.AnimationManager.prototype = {
* @private * @private
* @param {Phaser.FrameData} frameData - The FrameData set to load. * @param {Phaser.FrameData} frameData - The FrameData set to load.
*/ */
loadFrameData: function (frameData) { loadFrameData: function (frameData) {
this._frameData = frameData; this._frameData = frameData;
this.frame = 0; this.frame = 0;
this.isLoaded = true; this.isLoaded = true;
}, },
/** /**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop. * 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. * Animations added in this way are played back with the play function.
* *
* @method Phaser.AnimationManager#add * @method Phaser.AnimationManager#add
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk". * @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 {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 {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} [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? * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created. * @return {Phaser.Animation} The Animation object that was created.
*/ */
add: function (name, frames, frameRate, loop, useNumericIndex) { add: function (name, frames, frameRate, loop, useNumericIndex) {
if (this._frameData == null) if (this._frameData == null)
{ {
console.warn('No FrameData available for Phaser.Animation ' + name); console.warn('No FrameData available for Phaser.Animation ' + name);
return; return;
} }
frameRate = frameRate || 60; frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; } if (typeof loop === 'undefined') { loop = false; }
// If they didn't set the useNumericIndex then let's at least try and guess it // If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined') if (typeof useNumericIndex === 'undefined')
{ {
if (frames && typeof frames[0] === 'number') if (frames && typeof frames[0] === 'number')
{ {
useNumericIndex = true; useNumericIndex = true;
} }
else else
{ {
useNumericIndex = false; useNumericIndex = false;
} }
} }
// Create the signals the AnimationManager will emit // Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null) if (this.sprite.events.onAnimationStart == null)
{ {
this.sprite.events.onAnimationStart = new Phaser.Signal(); this.sprite.events.onAnimationStart = new Phaser.Signal();
this.sprite.events.onAnimationComplete = new Phaser.Signal(); this.sprite.events.onAnimationComplete = new Phaser.Signal();
this.sprite.events.onAnimationLoop = new Phaser.Signal(); this.sprite.events.onAnimationLoop = new Phaser.Signal();
} }
this._outputFrames.length = 0; this._outputFrames.length = 0;
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames); 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._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
this.currentAnim = this._anims[name]; this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame; this.currentFrame = this.currentAnim.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
return this._anims[name]; return this._anims[name];
}, },
/** /**
* Check whether the frames in the given array are valid and exist. * Check whether the frames in the given array are valid and exist.
* *
* @method Phaser.AnimationManager#validateFrames * @method Phaser.AnimationManager#validateFrames
* @param {Array} frames - An array of frames to be validated. * @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) * @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. * @return {boolean} True if all given Frames are valid, otherwise false.
*/ */
validateFrames: function (frames, useNumericIndex) { validateFrames: function (frames, useNumericIndex) {
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; } if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
for (var i = 0; i &lt; frames.length; i++) for (var i = 0; i &lt; frames.length; i++)
{ {
if (useNumericIndex == true) if (useNumericIndex === true)
{ {
if (frames[i] > this._frameData.total) if (frames[i] > this._frameData.total)
{ {
return false; return false;
} }
} }
else else
{ {
if (this._frameData.checkFrameName(frames[i]) == false) if (this._frameData.checkFrameName(frames[i]) === false)
{ {
return false; return false;
} }
} }
} }
return true; return true;
}, },
/** /**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() * 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. * 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 * @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". * @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 {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} [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. * @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. * @return {Phaser.Animation} A reference to playing Animation instance.
*/ */
play: function (name, frameRate, loop, killOnComplete) { play: function (name, frameRate, loop, killOnComplete) {
if (this._anims[name]) if (this._anims[name])
{ {
if (this.currentAnim == this._anims[name]) if (this.currentAnim == this._anims[name])
{ {
if (this.currentAnim.isPlaying == false) if (this.currentAnim.isPlaying === false)
{ {
this.currentAnim.paused = false; this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete); return this.currentAnim.play(frameRate, loop, killOnComplete);
} }
} }
else else
{ {
this.currentAnim = this._anims[name]; this.currentAnim = this._anims[name];
this.currentAnim.paused = false; this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete); 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. * 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. * The currentAnim property of the AnimationManager is automatically set to the animation given.
* *
* @method Phaser.AnimationManager#stop * @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 {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) * @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) { stop: function (name, resetFrame) {
if (typeof resetFrame == 'undefined') { resetFrame = false; } if (typeof resetFrame == 'undefined') { resetFrame = false; }
if (typeof name == 'string') if (typeof name == 'string')
{ {
if (this._anims[name]) if (this._anims[name])
{ {
this.currentAnim = this._anims[name]; this.currentAnim = this._anims[name];
this.currentAnim.stop(resetFrame); this.currentAnim.stop(resetFrame);
} }
} }
else else
{ {
if (this.currentAnim) if (this.currentAnim)
{ {
this.currentAnim.stop(resetFrame); 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. * 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 * @method Phaser.AnimationManager#update
* @protected * @protected
* @return {boolean} True if a new animation frame has been set, otherwise false. * @return {boolean} True if a new animation frame has been set, otherwise false.
*/ */
update: function () { update: function () {
if (this.updateIfVisible && this.sprite.visible == false) if (this.updateIfVisible && this.sprite.visible === false)
{ {
return false; return false;
} }
if (this.currentAnim && this.currentAnim.update() == true) if (this.currentAnim && this.currentAnim.update() === true)
{ {
this.currentFrame = this.currentAnim.currentFrame; this.currentFrame = this.currentAnim.currentFrame;
this.sprite.currentFrame = this.currentFrame; this.sprite.currentFrame = this.currentFrame;
return true; return true;
} }
return false; 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. * Refreshes the current frame data back to the parent Sprite and also resets the texture data.
* *
* @method Phaser.AnimationManager#refreshFrame * @method Phaser.AnimationManager#refreshFrame
*/ */
refreshFrame: function () { refreshFrame: function () {
this.sprite.currentFrame = this.currentFrame; this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); 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. * Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
@@ -674,7 +739,7 @@ Phaser.AnimationManager.prototype = {
* @property {Phaser.FrameData} frameData - The current animations FrameData. * @property {Phaser.FrameData} frameData - The current animations FrameData.
* @readonly * @readonly
*/ */
Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", { Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
get: function () { get: function () {
return this._frameData; return this._frameData;
@@ -687,7 +752,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded. * @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly * @readonly
*/ */
Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", { Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
get: function () { get: function () {
@@ -707,7 +772,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
* @name Phaser.AnimationManager#paused * @name Phaser.AnimationManager#paused
* @property {boolean} paused - Gets and sets the paused state of the current animation. * @property {boolean} paused - Gets and sets the paused state of the current animation.
*/ */
Object.defineProperty(Phaser.AnimationManager.prototype, "paused", { Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
get: function () { get: function () {
@@ -727,15 +792,15 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
* @name Phaser.AnimationManager#frame * @name Phaser.AnimationManager#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/ */
Object.defineProperty(Phaser.AnimationManager.prototype, "frame", { Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
get: function () { get: function () {
if (this.currentFrame) if (this.currentFrame)
{ {
return this._frameIndex; return this._frameIndex;
} }
}, },
set: function (value) { set: function (value) {
@@ -745,7 +810,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
this.currentFrame = this._frameData.getFrame(value); this.currentFrame = this._frameData.getFrame(value);
this._frameIndex = value; this._frameIndex = value;
this.sprite.currentFrame = this.currentFrame; this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
} }
} }
@@ -756,14 +821,14 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
* @name Phaser.AnimationManager#frameName * @name Phaser.AnimationManager#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display. * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/ */
Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", { Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
get: function () { get: function () {
if (this.currentFrame) if (this.currentFrame)
{ {
return this.currentFrame.name; return this.currentFrame.name;
} }
}, },
@@ -774,11 +839,11 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
this.currentFrame = this._frameData.getFrameByName(value); this.currentFrame = this._frameData.getFrameByName(value);
this._frameIndex = this.currentFrame.index; this._frameIndex = this.currentFrame.index;
this.sprite.currentFrame = this.currentFrame; this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]); this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
} }
else else
{ {
console.warn("Cannot set frameName: " + value); console.warn('Cannot set frameName: ' + value);
} }
} }
@@ -804,7 +869,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+77 -32
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -434,7 +478,7 @@ Phaser.AnimationParser = {
} }
// Zero or smaller than frame sizes? // Zero or smaller than frame sizes?
if (width == 0 || height == 0 || width &lt; frameWidth || height &lt; frameHeight || total === 0) if (width === 0 || height === 0 || width &lt; frameWidth || height &lt; frameHeight || total === 0)
{ {
console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height &lt; given frameWidth/frameHeight"); console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height &lt; given frameWidth/frameHeight");
return null; return null;
@@ -503,13 +547,13 @@ Phaser.AnimationParser = {
newFrame = data.addFrame(new Phaser.Frame( newFrame = data.addFrame(new Phaser.Frame(
i, i,
frames[i].frame.x, frames[i].frame.x,
frames[i].frame.y, frames[i].frame.y,
frames[i].frame.w, frames[i].frame.w,
frames[i].frame.h, frames[i].frame.h,
frames[i].filename, frames[i].filename,
uuid uuid
)); ));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], { PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[i].frame.x, x: frames[i].frame.x,
@@ -521,12 +565,12 @@ Phaser.AnimationParser = {
if (frames[i].trimmed) if (frames[i].trimmed)
{ {
newFrame.setTrim( newFrame.setTrim(
frames[i].trimmed, frames[i].trimmed,
frames[i].sourceSize.w, frames[i].sourceSize.w,
frames[i].sourceSize.h, frames[i].sourceSize.h,
frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.x,
frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.y,
frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.w,
frames[i].spriteSourceSize.h frames[i].spriteSourceSize.h
); );
@@ -575,10 +619,10 @@ Phaser.AnimationParser = {
newFrame = data.addFrame(new Phaser.Frame( newFrame = data.addFrame(new Phaser.Frame(
i, i,
frames[key].frame.x, frames[key].frame.x,
frames[key].frame.y, frames[key].frame.y,
frames[key].frame.w, frames[key].frame.w,
frames[key].frame.h, frames[key].frame.h,
key, key,
uuid uuid
)); ));
@@ -593,12 +637,12 @@ Phaser.AnimationParser = {
if (frames[key].trimmed) if (frames[key].trimmed)
{ {
newFrame.setTrim( newFrame.setTrim(
frames[key].trimmed, frames[key].trimmed,
frames[key].sourceSize.w, frames[key].sourceSize.w,
frames[key].sourceSize.h, frames[key].sourceSize.h,
frames[key].spriteSourceSize.x, frames[key].spriteSourceSize.x,
frames[key].spriteSourceSize.y, frames[key].spriteSourceSize.y,
frames[key].spriteSourceSize.w, frames[key].spriteSourceSize.w,
frames[key].spriteSourceSize.h frames[key].spriteSourceSize.h
); );
@@ -640,6 +684,7 @@ Phaser.AnimationParser = {
var newFrame; var newFrame;
var uuid; var uuid;
var name;
var frame; var frame;
var x; var x;
var y; var y;
@@ -657,20 +702,20 @@ Phaser.AnimationParser = {
frame = frames[i].attributes; frame = frames[i].attributes;
name = frame.name.nodeValue; name = frame.name.nodeValue;
x = parseInt(frame.x.nodeValue); x = parseInt(frame.x.nodeValue, 10);
y = parseInt(frame.y.nodeValue); y = parseInt(frame.y.nodeValue, 10);
width = parseInt(frame.width.nodeValue); width = parseInt(frame.width.nodeValue, 10);
height = parseInt(frame.height.nodeValue); height = parseInt(frame.height.nodeValue, 10);
frameX = null; frameX = null;
frameY = null; frameY = null;
if (frame.frameX) if (frame.frameX)
{ {
frameX = Math.abs(parseInt(frame.frameX.nodeValue)); frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
frameY = Math.abs(parseInt(frame.frameY.nodeValue)); frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
frameWidth = parseInt(frame.frameWidth.nodeValue); frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
frameHeight = parseInt(frame.frameHeight.nodeValue); frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
} }
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid)); newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
@@ -722,7 +767,7 @@ Phaser.AnimationParser = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+257 -50
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -406,7 +450,7 @@ Phaser.Physics.Arcade = function (game) {
/** /**
* @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity. * @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
*/ */
this.gravity = new Phaser.Point; this.gravity = new Phaser.Point();
/** /**
* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds. * @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
@@ -444,13 +488,13 @@ Phaser.Physics.Arcade = function (game) {
* @property {Phaser.Rectangle} _bounds1 - Internal cache var. * @property {Phaser.Rectangle} _bounds1 - Internal cache var.
* @private * @private
*/ */
this._bounds1 = new Phaser.Rectangle; this._bounds1 = new Phaser.Rectangle();
/** /**
* @property {Phaser.Rectangle} _bounds2 - Internal cache var. * @property {Phaser.Rectangle} _bounds2 - Internal cache var.
* @private * @private
*/ */
this._bounds2 = new Phaser.Rectangle; this._bounds2 = new Phaser.Rectangle();
/** /**
* @property {number} _overlap - Internal cache var. * @property {number} _overlap - Internal cache var.
@@ -551,19 +595,19 @@ Phaser.Physics.Arcade.prototype = {
// If you're wondering why the velocity is halved and applied twice, read this: http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html // If you're wondering why the velocity is halved and applied twice, read this: http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html
// Rotation // Rotation
this._velocityDelta = (this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2; this._velocityDelta = (this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) * this.game.time.physicsElapsed * 0.5 * 60;
body.angularVelocity += this._velocityDelta; body.angularVelocity += this._velocityDelta;
body.rotation += (body.angularVelocity * this.game.time.physicsElapsed); body.rotation += (body.angularVelocity * this.game.time.physicsElapsed);
body.angularVelocity += this._velocityDelta; body.angularVelocity += this._velocityDelta;
// Horizontal // Horizontal
this._velocityDelta = (this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x) - body.velocity.x) / 2; this._velocityDelta = (this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x) - body.velocity.x) * this.game.time.physicsElapsed * 0.5 * 60;
body.velocity.x += this._velocityDelta; body.velocity.x += this._velocityDelta;
body.x += (body.velocity.x * this.game.time.physicsElapsed); body.x += (body.velocity.x * this.game.time.physicsElapsed);
body.velocity.x += this._velocityDelta; body.velocity.x += this._velocityDelta;
// Vertical // Vertical
this._velocityDelta = (this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y) - body.velocity.y) / 2; this._velocityDelta = (this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y) - body.velocity.y) * this.game.time.physicsElapsed * 0.5 * 60;
body.velocity.y += this._velocityDelta; body.velocity.y += this._velocityDelta;
body.y += (body.velocity.y * this.game.time.physicsElapsed); body.y += (body.velocity.y * this.game.time.physicsElapsed);
body.velocity.y += this._velocityDelta; body.velocity.y += this._velocityDelta;
@@ -661,37 +705,194 @@ Phaser.Physics.Arcade.prototype = {
}, },
/** /**
* Checks if two Sprite objects overlap. * Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
* You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
* Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
* *
* @method Phaser.Physics.Arcade#overlap * @method Phaser.Physics.Arcade#overlap
* @param {Phaser.Sprite} object1 - The first object to check. Can be an instance of Phaser.Sprite or anything that extends it. * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @param {Phaser.Sprite} object2 - The second object to check. Can be an instance of Phaser.Sprite or anything that extends it. * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @returns {boolean} true if the two objects overlap. * @param {function} [overlapCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.
* @param {object} [callbackContext] - The context in which to run the callbacks.
* @returns {boolean} True if an overlap occured otherwise false.
*/ */
overlap: function (object1, object2) { overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) {
overlapCallback = overlapCallback || null;
processCallback = processCallback || null;
callbackContext = callbackContext || overlapCallback;
this._result = false;
this._total = 0;
// Only test valid objects // Only test valid objects
if (object1 && object2 && object1.exists && object2.exists) if (object1 && object2 && object1.exists && object2.exists)
{ {
return (Phaser.Rectangle.intersects(object1.body, object2.body)); // SPRITES
if (object1.type == Phaser.SPRITE)
{
if (object2.type == Phaser.SPRITE)
{
this.overlapSpriteVsSprite(object1, object2, overlapCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
this.overlapSpriteVsGroup(object1, object2, overlapCallback, processCallback, callbackContext);
}
}
// GROUPS
else if (object1.type == Phaser.GROUP)
{
if (object2.type == Phaser.SPRITE)
{
this.overlapSpriteVsGroup(object2, object1, overlapCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
this.overlapGroupVsGroup(object1, object2, overlapCallback, processCallback, callbackContext);
}
}
// EMITTER
else if (object1.type == Phaser.EMITTER)
{
if (object2.type == Phaser.SPRITE)
{
this.overlapSpriteVsGroup(object2, object1, overlapCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
this.overlapGroupVsGroup(object1, object2, overlapCallback, processCallback, callbackContext);
}
}
} }
return false; return (this._total > 0);
}, },
/** /**
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps. * An internal function. Use Phaser.Physics.Arcade.overlap instead.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions. *
* @method Phaser.Physics.Arcade#overlapSpriteVsSprite
* @private
*/
overlapSpriteVsSprite: function (sprite1, sprite2, overlapCallback, processCallback, callbackContext) {
this._result = Phaser.Rectangle.intersects(sprite1.body, sprite2.body);
if (this._result)
{
// They collided, is there a custom process callback?
if (processCallback)
{
if (processCallback.call(callbackContext, sprite1, sprite2))
{
this._total++;
if (overlapCallback)
{
overlapCallback.call(callbackContext, sprite1, sprite2);
}
}
}
else
{
this._total++;
if (overlapCallback)
{
overlapCallback.call(callbackContext, sprite1, sprite2);
}
}
}
},
/**
* An internal function. Use Phaser.Physics.Arcade.overlap instead.
*
* @method Phaser.Physics.Arcade#overlapSpriteVsGroup
* @private
*/
overlapSpriteVsGroup: function (sprite, group, overlapCallback, processCallback, callbackContext) {
if (group.length === 0)
{
return;
}
// What is the sprite colliding with in the quadtree?
this._potentials = this.quadTree.retrieve(sprite);
for (var i = 0, len = this._potentials.length; i &lt; len; i++)
{
// We have our potential suspects, are they in this group?
if (this._potentials[i].sprite.group == group)
{
this._result = Phaser.Rectangle.intersects(sprite.body, this._potentials[i]);
if (this._result && processCallback)
{
this._result = processCallback.call(callbackContext, sprite, this._potentials[i].sprite);
}
if (this._result)
{
this._total++;
if (overlapCallback)
{
overlapCallback.call(callbackContext, sprite, this._potentials[i].sprite);
}
}
}
}
},
/**
* An internal function. Use Phaser.Physics.Arcade.overlap instead.
*
* @method Phaser.Physics.Arcade#overlapGroupVsGroup
* @private
*/
overlapGroupVsGroup: function (group1, group2, overlapCallback, processCallback, callbackContext) {
if (group1.length === 0 || group2.length === 0)
{
return;
}
if (group1._container.first._iNext)
{
var currentNode = group1._container.first._iNext;
do
{
if (currentNode.exists)
{
this.overlapSpriteVsGroup(currentNode, group2, overlapCallback, processCallback, callbackContext);
}
currentNode = currentNode._iNext;
}
while (currentNode != group1._container.last._iNext);
}
},
/**
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
* The objects are also automatically separated. * The objects are also automatically separated.
* *
* @method Phaser.Physics.Arcade#collide * @method Phaser.Physics.Arcade#collide
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap
* @param {function} [collideCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. * @param {function} [collideCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collideCallback will only be called if processCallback returns true. * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collideCallback will only be called if processCallback returns true.
* @param {object} [callbackContext] - The context in which to run the callbacks. * @param {object} [callbackContext] - The context in which to run the callbacks.
* @returns {number} The number of collisions that were processed. * @returns {boolean} True if a collision occured otherwise false.
*/ */
collide: function (object1, object2, collideCallback, processCallback, callbackContext) { collide: function (object1, object2, collideCallback, processCallback, callbackContext) {
@@ -783,7 +984,7 @@ Phaser.Physics.Arcade.prototype = {
this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true); this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
if (this._mapData.length == 0) if (this._mapData.length === 0)
{ {
return; return;
} }
@@ -827,12 +1028,12 @@ Phaser.Physics.Arcade.prototype = {
*/ */
collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) { collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) {
if (group.length == 0) if (group.length === 0)
{ {
return; return;
} }
if (group.length == 0) if (group.length === 0)
{ {
return; return;
} }
@@ -841,7 +1042,7 @@ Phaser.Physics.Arcade.prototype = {
{ {
var currentNode = group._container.first._iNext; var currentNode = group._container.first._iNext;
do do
{ {
if (currentNode.exists) if (currentNode.exists)
{ {
@@ -900,7 +1101,7 @@ Phaser.Physics.Arcade.prototype = {
*/ */
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) { collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
if (group.length == 0) if (group.length === 0)
{ {
return; return;
} }
@@ -942,7 +1143,7 @@ Phaser.Physics.Arcade.prototype = {
*/ */
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) { collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) {
if (group1.length == 0 || group2.length == 0) if (group1.length === 0 || group2.length === 0)
{ {
return; return;
} }
@@ -951,7 +1152,7 @@ Phaser.Physics.Arcade.prototype = {
{ {
var currentNode = group1._container.first._iNext; var currentNode = group1._container.first._iNext;
do do
{ {
if (currentNode.exists) if (currentNode.exists)
{ {
@@ -999,7 +1200,7 @@ Phaser.Physics.Arcade.prototype = {
{ {
this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS; this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;
if (body1.deltaX() == 0 && body2.deltaX() == 0) if (body1.deltaX() === 0 && body2.deltaX() === 0)
{ {
// They overlap but neither of them are moving // They overlap but neither of them are moving
body1.embedded = true; body1.embedded = true;
@@ -1010,7 +1211,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving right and/or Body2 is moving left // Body1 is moving right and/or Body2 is moving left
this._overlap = body1.x + body1.width - body2.x; this._overlap = body1.x + body1.width - body2.x;
if ((this._overlap > this._maxOverlap) || body1.allowCollision.right == false || body2.allowCollision.left == false) if ((this._overlap > this._maxOverlap) || body1.allowCollision.right === false || body2.allowCollision.left === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1025,7 +1226,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving left and/or Body2 is moving right // Body1 is moving left and/or Body2 is moving right
this._overlap = body1.x - body2.width - body2.x; this._overlap = body1.x - body2.width - body2.x;
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left == false || body2.allowCollision.right == false) if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left === false || body2.allowCollision.right === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1037,7 +1238,7 @@ Phaser.Physics.Arcade.prototype = {
} }
// Then adjust their positions and velocities accordingly (if there was any overlap) // Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0) if (this._overlap !== 0)
{ {
body1.overlapX = this._overlap; body1.overlapX = this._overlap;
body2.overlapX = this._overlap; body2.overlapX = this._overlap;
@@ -1076,6 +1277,8 @@ Phaser.Physics.Arcade.prototype = {
body2.x += this._overlap; body2.x += this._overlap;
body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x; body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x;
} }
body1.updateHulls();
body2.updateHulls();
return true; return true;
} }
@@ -1107,7 +1310,7 @@ Phaser.Physics.Arcade.prototype = {
{ {
this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS; this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;
if (body1.deltaY() == 0 && body2.deltaY() == 0) if (body1.deltaY() === 0 && body2.deltaY() === 0)
{ {
// They overlap but neither of them are moving // They overlap but neither of them are moving
body1.embedded = true; body1.embedded = true;
@@ -1118,7 +1321,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving down and/or Body2 is moving up // Body1 is moving down and/or Body2 is moving up
this._overlap = body1.y + body1.height - body2.y; this._overlap = body1.y + body1.height - body2.y;
if ((this._overlap > this._maxOverlap) || body1.allowCollision.down == false || body2.allowCollision.up == false) if ((this._overlap > this._maxOverlap) || body1.allowCollision.down === false || body2.allowCollision.up === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1133,7 +1336,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving up and/or Body2 is moving down // Body1 is moving up and/or Body2 is moving down
this._overlap = body1.y - body2.height - body2.y; this._overlap = body1.y - body2.height - body2.y;
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up == false || body2.allowCollision.down == false) if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up === false || body2.allowCollision.down === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1145,7 +1348,7 @@ Phaser.Physics.Arcade.prototype = {
} }
// Then adjust their positions and velocities accordingly (if there was any overlap) // Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0) if (this._overlap !== 0)
{ {
body1.overlapY = this._overlap; body1.overlapY = this._overlap;
body2.overlapY = this._overlap; body2.overlapY = this._overlap;
@@ -1196,6 +1399,8 @@ Phaser.Physics.Arcade.prototype = {
body2.x += body1.x - body1.lastX; body2.x += body1.x - body1.lastX;
} }
} }
body1.updateHulls();
body2.updateHulls();
return true; return true;
} }
@@ -1217,6 +1422,8 @@ Phaser.Physics.Arcade.prototype = {
this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true)); this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
return this._result;
}, },
/** /**
@@ -1229,7 +1436,7 @@ Phaser.Physics.Arcade.prototype = {
separateTileX: function (body, tile, separate) { separateTileX: function (body, tile, separate) {
// Can't separate two immovable objects (tiles are always immovable) // Can't separate two immovable objects (tiles are always immovable)
if (body.immovable || body.deltaX() == 0 || Phaser.Rectangle.intersects(body.hullX, tile) == false) if (body.immovable || body.deltaX() === 0 || Phaser.Rectangle.intersects(body.hullX, tile) === false)
{ {
return false; return false;
} }
@@ -1244,8 +1451,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving left // Moving left
this._overlap = tile.right - body.hullX.x; this._overlap = tile.right - body.hullX.x;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false) // if ((this._overlap > this._maxOverlap) || body.allowCollision.left === false || tile.tile.collideRight === false)
if (body.allowCollision.left == false || tile.tile.collideRight == false) if (body.allowCollision.left === false || tile.tile.collideRight === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1259,8 +1466,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving right // Moving right
this._overlap = body.hullX.right - tile.x; this._overlap = body.hullX.right - tile.x;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false) // if ((this._overlap > this._maxOverlap) || body.allowCollision.right === false || tile.tile.collideLeft === false)
if (body.allowCollision.right == false || tile.tile.collideLeft == false) if (body.allowCollision.right === false || tile.tile.collideLeft === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1271,7 +1478,7 @@ Phaser.Physics.Arcade.prototype = {
} }
// Then adjust their positions and velocities accordingly (if there was any overlap) // Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0) if (this._overlap !== 0)
{ {
if (separate) if (separate)
{ {
@@ -1284,7 +1491,7 @@ Phaser.Physics.Arcade.prototype = {
body.x = body.x - this._overlap; body.x = body.x - this._overlap;
} }
if (body.bounce.x == 0) if (body.bounce.x === 0)
{ {
body.velocity.x = 0; body.velocity.x = 0;
} }
@@ -1315,7 +1522,7 @@ Phaser.Physics.Arcade.prototype = {
separateTileY: function (body, tile, separate) { separateTileY: function (body, tile, separate) {
// Can't separate two immovable objects (tiles are always immovable) // Can't separate two immovable objects (tiles are always immovable)
if (body.immovable || body.deltaY() == 0 || Phaser.Rectangle.intersects(body.hullY, tile) == false) if (body.immovable || body.deltaY() === 0 || Phaser.Rectangle.intersects(body.hullY, tile) === false)
{ {
return false; return false;
} }
@@ -1330,8 +1537,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving up // Moving up
this._overlap = tile.bottom - body.hullY.y; this._overlap = tile.bottom - body.hullY.y;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false) // if ((this._overlap > this._maxOverlap) || body.allowCollision.up === false || tile.tile.collideDown === false)
if (body.allowCollision.up == false || tile.tile.collideDown == false) if (body.allowCollision.up === false || tile.tile.collideDown === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1345,8 +1552,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving down // Moving down
this._overlap = body.hullY.bottom - tile.y; this._overlap = body.hullY.bottom - tile.y;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false) // if ((this._overlap > this._maxOverlap) || body.allowCollision.down === false || tile.tile.collideUp === false)
if (body.allowCollision.down == false || tile.tile.collideUp == false) if (body.allowCollision.down === false || tile.tile.collideUp === false)
{ {
this._overlap = 0; this._overlap = 0;
} }
@@ -1357,7 +1564,7 @@ Phaser.Physics.Arcade.prototype = {
} }
// Then adjust their positions and velocities accordingly (if there was any overlap) // Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0) if (this._overlap !== 0)
{ {
if (separate) if (separate)
{ {
@@ -1370,7 +1577,7 @@ Phaser.Physics.Arcade.prototype = {
body.y = body.y - this._overlap; body.y = body.y - this._overlap;
} }
if (body.bounce.y == 0) if (body.bounce.y === 0)
{ {
body.velocity.y = 0; body.velocity.y = 0;
} }
@@ -1510,7 +1717,7 @@ Phaser.Physics.Arcade.prototype = {
velocityFromAngle: function (angle, speed, point) { velocityFromAngle: function (angle, speed, point) {
if (typeof speed === 'undefined') { speed = 60; } if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point; point = point || new Phaser.Point();
return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed)); return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
@@ -1529,7 +1736,7 @@ Phaser.Physics.Arcade.prototype = {
velocityFromRotation: function (rotation, speed, point) { velocityFromRotation: function (rotation, speed, point) {
if (typeof speed === 'undefined') { speed = 60; } if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point; point = point || new Phaser.Point();
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed)); return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
@@ -1548,7 +1755,7 @@ Phaser.Physics.Arcade.prototype = {
accelerationFromRotation: function (rotation, speed, point) { accelerationFromRotation: function (rotation, speed, point) {
if (typeof speed === 'undefined') { speed = 60; } if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point; point = point || new Phaser.Point();
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed)); return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
@@ -1777,7 +1984,7 @@ Phaser.Physics.Arcade.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
File diff suppressed because it is too large Load Diff
+127 -74
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -384,11 +428,16 @@
*/ */
/** /**
* Creates a new `BitmapText` object. BitmapText work by taking a texture file and an XML file that describes the font layout. * Creates a new BitmapText object.
* 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
* *
* @class Phaser.BitmapText * @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 * @constructor
* @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object. * @param {number} x - X position of the new bitmapText object.
@@ -400,100 +449,108 @@ Phaser.BitmapText = function (game, x, y, text, style) {
x = x || 0; x = x || 0;
y = y || 0; y = y || 0;
text = text || ''; text = text || '';
style = style || ''; style = style || '';
/**
* @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 {Description} group - Description.
* @default
*/
this.group = null;
/**
* @property {string} name - Description.
* @default
*/
this.name = '';
/** /**
* @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; this.game = game;
PIXI.BitmapText.call(this, text, style); /**
* @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 {Description} type - Description. * @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; this.type = Phaser.BITMAPTEXT;
/** PIXI.BitmapText.call(this, text, style);
* @property {number} position.x - Description.
*/ /**
* @property {number} position.x - The x position of this object.
*/
this.position.x = x; this.position.x = x;
/** /**
* @property {number} position.y - Description. * @property {number} position.y - The y position of this object.
*/ */
this.position.y = y; this.position.y = y;
// Replaces the PIXI.Point with a slightly more flexible one /**
/** * The anchor sets the origin point of the texture.
* @property {Phaser.Point} anchor - Description. * 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(); this.anchor = new Phaser.Point();
/** /**
* @property {Phaser.Point} scale - Description. * @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); this.scale = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values /**
/** * @property {object} _cache - A mini cache for storing all of the calculated values.
* @property {function} _cache - Description. * @private
* @private */
*/ this._cache = {
this._cache = {
dirty: false, dirty: false,
// Transform cache // Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1, a00: 1,
a01: 0,
a02: x,
a10: 0,
a11: 1,
a12: y,
id: 1,
// The previous calculated position // The previous calculated position
x: -1, y: -1, x: -1,
y: -1,
// The actual scale values based on the worldTransform // The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1 scaleX: 1,
scaleY: 1
}; };
this._cache.x = this.x; this._cache.x = this.x;
this._cache.y = this.y; this._cache.y = this.y;
/** /**
* @property {boolean} renderable - Description. * @property {boolean} renderable - A renderable object will be rendered to the context each frame.
* @private */
*/
this.renderable = true; this.renderable = true;
}; };
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype); Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
// Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText; Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/** /**
@@ -534,7 +591,7 @@ Phaser.BitmapText.prototype.destroy = function() {
this.group.remove(this); this.group.remove(this);
} }
if (this.canvas.parentNode) if (this.canvas && this.canvas.parentNode)
{ {
this.canvas.parentNode.removeChild(this.canvas); this.canvas.parentNode.removeChild(this.canvas);
} }
@@ -551,11 +608,11 @@ Phaser.BitmapText.prototype.destroy = function() {
} }
/** /**
* Get * 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.
* @returns {Description} * 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.
* Set * @name Phaser.BitmapText#angle
* @param {Description} value - Description * @property {number} angle - Gets or sets the angle of rotation in degrees.
*/ */
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', { Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
@@ -570,11 +627,9 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
}); });
/** /**
* Get * The x coordinate of this object in world space.
* @returns {Description} * @name Phaser.BitmapText#x
*//** * @property {number} x - The x coordinate of this object in world space.
* Set
* @param {Description} value - Description
*/ */
Object.defineProperty(Phaser.BitmapText.prototype, 'x', { Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
@@ -589,11 +644,9 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
}); });
/** /**
* Get * The y coordinate of this object in world space.
* @returns {Description} * @name Phaser.BitmapText#y
*//** * @property {number} y - The y coordinate of this object in world space.
* Set
* @param {Description} value - Description
*/ */
Object.defineProperty(Phaser.BitmapText.prototype, 'y', { Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
@@ -627,7 +680,7 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+187 -143
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -397,91 +441,91 @@ Phaser.Physics.Arcade.Body = function (sprite) {
/** /**
* @property {Phaser.Sprite} sprite - Reference to the parent Sprite. * @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
*/ */
this.sprite = sprite; this.sprite = sprite;
/** /**
* @property {Phaser.Game} game - Local reference to game. * @property {Phaser.Game} game - Local reference to game.
*/ */
this.game = sprite.game; this.game = sprite.game;
/** /**
* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position. * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
*/ */
this.offset = new Phaser.Point; this.offset = new Phaser.Point();
/** /**
* @property {number} x - The x position of the physics body. * @property {number} x - The x position of the physics body.
* @readonly * @readonly
*/ */
this.x = sprite.x; this.x = sprite.x;
/** /**
* @property {number} y - The y position of the physics body. * @property {number} y - The y position of the physics body.
* @readonly * @readonly
*/ */
this.y = sprite.y; this.y = sprite.y;
/** /**
* @property {number} preX - The previous x position of the physics body. * @property {number} preX - The previous x position of the physics body.
* @readonly * @readonly
*/ */
this.preX = sprite.x; this.preX = sprite.x;
/** /**
* @property {number} preY - The previous y position of the physics body. * @property {number} preY - The previous y position of the physics body.
* @readonly * @readonly
*/ */
this.preY = sprite.y; this.preY = sprite.y;
/** /**
* @property {number} preRotation - The previous rotation of the physics body. * @property {number} preRotation - The previous rotation of the physics body.
* @readonly * @readonly
*/ */
this.preRotation = sprite.angle; this.preRotation = sprite.angle;
/** /**
* @property {number} screenX - The x position of the physics body translated to screen space. * @property {number} screenX - The x position of the physics body translated to screen space.
* @readonly * @readonly
*/ */
this.screenX = sprite.x; this.screenX = sprite.x;
/** /**
* @property {number} screenY - The y position of the physics body translated to screen space. * @property {number} screenY - The y position of the physics body translated to screen space.
* @readonly * @readonly
*/ */
this.screenY = sprite.y; this.screenY = sprite.y;
/** /**
* @property {number} sourceWidth - The un-scaled original size. * @property {number} sourceWidth - The un-scaled original size.
* @readonly * @readonly
*/ */
this.sourceWidth = sprite.currentFrame.sourceSizeW; this.sourceWidth = sprite.currentFrame.sourceSizeW;
/** /**
* @property {number} sourceHeight - The un-scaled original size. * @property {number} sourceHeight - The un-scaled original size.
* @readonly * @readonly
*/ */
this.sourceHeight = sprite.currentFrame.sourceSizeH; this.sourceHeight = sprite.currentFrame.sourceSizeH;
/** /**
* @property {number} width - The calculated width of the physics body. * @property {number} width - The calculated width of the physics body.
*/ */
this.width = sprite.currentFrame.sourceSizeW; this.width = sprite.currentFrame.sourceSizeW;
/** /**
* @property .numInternal ID cache * @property .numInternal ID cache
*/ */
this.height = sprite.currentFrame.sourceSizeH; this.height = sprite.currentFrame.sourceSizeH;
/** /**
* @property {number} halfWidth - The calculated width / 2 of the physics body. * @property {number} halfWidth - The calculated width / 2 of the physics body.
*/ */
this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2); this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
/** /**
* @property {number} halfHeight - The calculated height / 2 of the physics body. * @property {number} halfHeight - The calculated height / 2 of the physics body.
*/ */
this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2); this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
/** /**
* @property {Phaser.Point} center - The center coordinate of the Physics Body. * @property {Phaser.Point} center - The center coordinate of the Physics Body.
@@ -492,38 +536,38 @@ Phaser.Physics.Arcade.Body = function (sprite) {
* @property {number} _sx - Internal cache var. * @property {number} _sx - Internal cache var.
* @private * @private
*/ */
this._sx = sprite.scale.x; this._sx = sprite.scale.x;
/** /**
* @property {number} _sy - Internal cache var. * @property {number} _sy - Internal cache var.
* @private * @private
*/ */
this._sy = sprite.scale.y; this._sy = sprite.scale.y;
/** /**
* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body. * @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
*/ */
this.velocity = new Phaser.Point; this.velocity = new Phaser.Point();
/** /**
* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body. * @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
*/ */
this.acceleration = new Phaser.Point; this.acceleration = new Phaser.Point();
/** /**
* @property {Phaser.Point} drag - The drag applied to the motion of the Body. * @property {Phaser.Point} drag - The drag applied to the motion of the Body.
*/ */
this.drag = new Phaser.Point; this.drag = new Phaser.Point();
/** /**
* @property {Phaser.Point} gravity - A private Gravity setting for the Body. * @property {Phaser.Point} gravity - A private Gravity setting for the Body.
*/ */
this.gravity = new Phaser.Point; this.gravity = new Phaser.Point();
/** /**
* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. * @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
*/ */
this.bounce = new Phaser.Point; this.bounce = new Phaser.Point();
/** /**
* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach. * @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
@@ -579,7 +623,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/ */
this.quadTreeIndex = -1; this.quadTreeIndex = -1;
// Allow collision // Allow collision
/** /**
* Set the allowCollision properties to control which directions collision is processed for this Body. * Set the allowCollision properties to control which directions collision is processed for this Body.
@@ -697,20 +741,20 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#updateBounds * @method Phaser.Physics.Arcade#updateBounds
* @protected * @protected
*/ */
updateBounds: function (centerX, centerY, scaleX, scaleY) { updateBounds: function (centerX, centerY, scaleX, scaleY) {
if (scaleX != this._sx || scaleY != this._sy) if (scaleX != this._sx || scaleY != this._sy)
{ {
this.width = this.sourceWidth * scaleX; this.width = this.sourceWidth * scaleX;
this.height = this.sourceHeight * scaleY; this.height = this.sourceHeight * scaleY;
this.halfWidth = Math.floor(this.width / 2); this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2); this.halfHeight = Math.floor(this.height / 2);
this._sx = scaleX; this._sx = scaleX;
this._sy = scaleY; this._sy = scaleY;
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
} }
}, },
/** /**
* Internal method. * Internal method.
@@ -718,55 +762,55 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#preUpdate * @method Phaser.Physics.Arcade#preUpdate
* @protected * @protected
*/ */
preUpdate: function () { preUpdate: function () {
// Store and reset collision flags // Store and reset collision flags
this.wasTouching.none = this.touching.none; this.wasTouching.none = this.touching.none;
this.wasTouching.up = this.touching.up; this.wasTouching.up = this.touching.up;
this.wasTouching.down = this.touching.down; this.wasTouching.down = this.touching.down;
this.wasTouching.left = this.touching.left; this.wasTouching.left = this.touching.left;
this.wasTouching.right = this.touching.right; this.wasTouching.right = this.touching.right;
this.touching.none = true; this.touching.none = true;
this.touching.up = false; this.touching.up = false;
this.touching.down = false; this.touching.down = false;
this.touching.left = false; this.touching.left = false;
this.touching.right = false; this.touching.right = false;
this.embedded = false; this.embedded = false;
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x; this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y; this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle; this.preRotation = this.sprite.angle;
this.x = this.preX; this.x = this.preX;
this.y = this.preY; this.y = this.preY;
this.rotation = this.preRotation; this.rotation = this.preRotation;
if (this.moves) if (this.moves)
{ {
this.game.physics.updateMotion(this); this.game.physics.updateMotion(this);
if (this.collideWorldBounds) if (this.collideWorldBounds)
{ {
this.checkWorldBounds(); this.checkWorldBounds();
} }
this.updateHulls(); this.updateHulls();
} }
if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive) if (this.skipQuadTree === false && this.allowCollision.none === false && this.sprite.visible && this.sprite.alive)
{ {
this.quadTreeIDs = []; this.quadTreeIDs = [];
this.quadTreeIndex = -1; this.quadTreeIndex = -1;
this.game.physics.quadTree.insert(this); this.game.physics.quadTree.insert(this);
} }
}, },
/** /**
* Internal method. * Internal method.
@@ -774,25 +818,25 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#postUpdate * @method Phaser.Physics.Arcade#postUpdate
* @protected * @protected
*/ */
postUpdate: function () { postUpdate: function () {
if (this.deltaX() &lt; 0) if (this.deltaX() &lt; 0)
{ {
this.facing = Phaser.LEFT; this.facing = Phaser.LEFT;
} }
else if (this.deltaX() > 0) else if (this.deltaX() > 0)
{ {
this.facing = Phaser.RIGHT; this.facing = Phaser.RIGHT;
} }
if (this.deltaY() &lt; 0) if (this.deltaY() &lt; 0)
{ {
this.facing = Phaser.UP; this.facing = Phaser.UP;
} }
else if (this.deltaY() > 0) else if (this.deltaY() > 0)
{ {
this.facing = Phaser.DOWN; this.facing = Phaser.DOWN;
} }
if (this.deltaX() !== 0 || this.deltaY() !== 0) if (this.deltaX() !== 0 || this.deltaY() !== 0)
{ {
@@ -801,12 +845,12 @@ Phaser.Physics.Arcade.Body.prototype = {
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
} }
if (this.allowRotation) if (this.allowRotation)
{ {
this.sprite.angle += this.deltaZ(); this.sprite.angle += this.deltaZ();
} }
}, },
/** /**
* Internal method. * Internal method.
@@ -814,12 +858,12 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#updateHulls * @method Phaser.Physics.Arcade#updateHulls
* @protected * @protected
*/ */
updateHulls: function () { updateHulls: function () {
this.hullX.setTo(this.x, this.preY, this.width, this.height); this.hullX.setTo(this.x, this.preY, this.width, this.height);
this.hullY.setTo(this.preX, this.y, this.width, this.height); this.hullY.setTo(this.preX, this.y, this.width, this.height);
}, },
/** /**
* Internal method. * Internal method.
@@ -827,31 +871,31 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#checkWorldBounds * @method Phaser.Physics.Arcade#checkWorldBounds
* @protected * @protected
*/ */
checkWorldBounds: function () { checkWorldBounds: function () {
if (this.x &lt; this.game.world.bounds.x) if (this.x &lt; this.game.world.bounds.x)
{ {
this.x = this.game.world.bounds.x; this.x = this.game.world.bounds.x;
this.velocity.x *= -this.bounce.x; this.velocity.x *= -this.bounce.x;
} }
else if (this.right > this.game.world.bounds.right) else if (this.right > this.game.world.bounds.right)
{ {
this.x = this.game.world.bounds.right - this.width; this.x = this.game.world.bounds.right - this.width;
this.velocity.x *= -this.bounce.x; this.velocity.x *= -this.bounce.x;
} }
if (this.y &lt; this.game.world.bounds.y) if (this.y &lt; this.game.world.bounds.y)
{ {
this.y = this.game.world.bounds.y; this.y = this.game.world.bounds.y;
this.velocity.y *= -this.bounce.y; this.velocity.y *= -this.bounce.y;
} }
else if (this.bottom > this.game.world.bounds.bottom) else if (this.bottom > this.game.world.bounds.bottom)
{ {
this.y = this.game.world.bounds.bottom - this.height; this.y = this.game.world.bounds.bottom - this.height;
this.velocity.y *= -this.bounce.y; this.velocity.y *= -this.bounce.y;
} }
}, },
/** /**
* You can modify the size of the physics Body to be any dimension you need. * You can modify the size of the physics Body to be any dimension you need.
@@ -864,46 +908,46 @@ Phaser.Physics.Arcade.Body.prototype = {
* @param {number} offsetX - The X offset of the Body from the Sprite position. * @param {number} offsetX - The X offset of the Body from the Sprite position.
* @param {number} offsetY - The Y offset of the Body from the Sprite position. * @param {number} offsetY - The Y offset of the Body from the Sprite position.
*/ */
setSize: function (width, height, offsetX, offsetY) { setSize: function (width, height, offsetX, offsetY) {
offsetX = offsetX || this.offset.x; offsetX = offsetX || this.offset.x;
offsetY = offsetY || this.offset.y; offsetY = offsetY || this.offset.y;
this.sourceWidth = width; this.sourceWidth = width;
this.sourceHeight = height; this.sourceHeight = height;
this.width = this.sourceWidth * this._sx; this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy; this.height = this.sourceHeight * this._sy;
this.halfWidth = Math.floor(this.width / 2); this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2); this.halfHeight = Math.floor(this.height / 2);
this.offset.setTo(offsetX, offsetY); this.offset.setTo(offsetX, offsetY);
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
}, },
/** /**
* Resets all Body values (velocity, acceleration, rotation, etc) * Resets all Body values (velocity, acceleration, rotation, etc)
* *
* @method Phaser.Physics.Arcade#reset * @method Phaser.Physics.Arcade#reset
*/ */
reset: function () { reset: function () {
this.velocity.setTo(0, 0); this.velocity.setTo(0, 0);
this.acceleration.setTo(0, 0); this.acceleration.setTo(0, 0);
this.angularVelocity = 0; this.angularVelocity = 0;
this.angularAcceleration = 0; this.angularAcceleration = 0;
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x; this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y; this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle; this.preRotation = this.sprite.angle;
this.x = this.preX; this.x = this.preX;
this.y = this.preY; this.y = this.preY;
this.rotation = this.preRotation; this.rotation = this.preRotation;
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight); this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
}, },
/** /**
* Returns the absolute delta x value. * Returns the absolute delta x value.
@@ -961,7 +1005,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom * @method bottom
* @return {number} * @return {number}
**/ */
get: function () { get: function () {
return this.y + this.height; return this.y + this.height;
}, },
@@ -970,7 +1014,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom * @method bottom
* @param {number} value * @param {number} value
**/ */
set: function (value) { set: function (value) {
if (value &lt;= this.y) if (value &lt;= this.y)
@@ -997,7 +1041,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
* However it does affect the width property. * However it does affect the width property.
* @method right * @method right
* @return {number} * @return {number}
**/ */
get: function () { get: function () {
return this.x + this.width; return this.x + this.width;
}, },
@@ -1007,7 +1051,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
* However it does affect the width property. * However it does affect the width property.
* @method right * @method right
* @param {number} value * @param {number} value
**/ */
set: function (value) { set: function (value) {
if (value &lt;= this.x) if (value &lt;= this.x)
@@ -1043,7 +1087,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
-1068
View File
File diff suppressed because it is too large Load Diff
+142 -75
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -384,14 +428,17 @@
*/ */
/** /**
* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are: * @class Phaser.Button
* 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'. *
* 'Out' - when the Pointer that was previously over the Button moves out of it. * @classdesc Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
* 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse. *
* 'Up' - when the Pointer that was pressed down on the Button is released again. * * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* * 'Out' - when the Pointer that was previously over the Button moves out of it.
* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* * 'Up' - when the Pointer that was pressed down on the Button is released again.
*
* You can set a unique texture frame and Sound for any of these states. * You can set a unique texture frame and Sound for any of these states.
* *
* @class Phaser.Button
* @constructor * @constructor
* *
* @param {Phaser.Game} game Current game instance. * @param {Phaser.Game} game Current game instance.
@@ -412,67 +459,67 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
callback = callback || null; callback = callback || null;
callbackContext = callbackContext || this; callbackContext = callbackContext || this;
Phaser.Sprite.call(this, game, x, y, key, outFrame); Phaser.Sprite.call(this, game, x, y, key, outFrame);
/** /**
* @property {number} type - The Phaser Object Type. * @property {number} type - The Phaser Object Type.
*/ */
this.type = Phaser.BUTTON; this.type = Phaser.BUTTON;
/** /**
* @property {string} _onOverFrameName - Internal variable. * @property {string} _onOverFrameName - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onOverFrameName = null; this._onOverFrameName = null;
/** /**
* @property {string} _onOutFrameName - Internal variable. * @property {string} _onOutFrameName - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onOutFrameName = null; this._onOutFrameName = null;
/** /**
* @property {string} _onDownFrameName - Internal variable. * @property {string} _onDownFrameName - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onDownFrameName = null; this._onDownFrameName = null;
/** /**
* @property {string} _onUpFrameName - Internal variable. * @property {string} _onUpFrameName - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onUpFrameName = null; this._onUpFrameName = null;
/** /**
* @property {number} _onOverFrameID - Internal variable. * @property {number} _onOverFrameID - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onOverFrameID = null; this._onOverFrameID = null;
/** /**
* @property {number} _onOutFrameID - Internal variable. * @property {number} _onOutFrameID - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onOutFrameID = null; this._onOutFrameID = null;
/** /**
* @property {number} _onDownFrameID - Internal variable. * @property {number} _onDownFrameID - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onDownFrameID = null; this._onDownFrameID = null;
/** /**
* @property {number} _onUpFrameID - Internal variable. * @property {number} _onUpFrameID - Internal variable.
* @private * @private
* @default * @default
*/ */
this._onUpFrameID = null; this._onUpFrameID = null;
/** /**
@@ -523,31 +570,38 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
*/ */
this.onUpSoundMarker = ''; this.onUpSoundMarker = '';
/** /**
* @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state. * @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state.
*/ */
this.onInputOver = new Phaser.Signal; this.onInputOver = new Phaser.Signal();
/** /**
* @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state. * @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state.
*/ */
this.onInputOut = new Phaser.Signal; this.onInputOut = new Phaser.Signal();
/** /**
* @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state. * @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state.
*/ */
this.onInputDown = new Phaser.Signal; this.onInputDown = new Phaser.Signal();
/** /**
* @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state. * @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state.
*/ */
this.onInputUp = new Phaser.Signal; this.onInputUp = new Phaser.Signal();
/** /**
* @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down). * @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down).
*/ */
this.freezeFrames = false; this.freezeFrames = false;
/**
* When the Button is clicked you can optionally force the state to "out".
* @property {boolean} forceOut
* @default
*/
this.forceOut = true;
this.setFrames(overFrame, outFrame, downFrame); this.setFrames(overFrame, outFrame, downFrame);
if (callback !== null) if (callback !== null)
@@ -609,7 +663,7 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
this._onOutFrameName = outFrame; this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame; this._onUpFrameName = outFrame;
if (this.input.pointerOver() == false) if (this.input.pointerOver() === false)
{ {
this.frameName = outFrame; this.frameName = outFrame;
} }
@@ -619,7 +673,7 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
this._onOutFrameID = outFrame; this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame; this._onUpFrameID = outFrame;
if (this.input.pointerOver() == false) if (this.input.pointerOver() === false)
{ {
this.frame = outFrame; this.frame = outFrame;
} }
@@ -632,7 +686,7 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
{ {
this._onDownFrameName = downFrame; this._onDownFrameName = downFrame;
if (this.input.pointerOver()) if (this.input.pointerDown())
{ {
this.frameName = downFrame; this.frameName = downFrame;
} }
@@ -641,7 +695,7 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
{ {
this._onDownFrameID = downFrame; this._onDownFrameID = downFrame;
if (this.input.pointerOver()) if (this.input.pointerDown())
{ {
this.frame = downFrame; this.frame = downFrame;
} }
@@ -779,7 +833,7 @@ Phaser.Button.prototype.setDownSound = function (sound, marker) {
*/ */
Phaser.Button.prototype.onInputOverHandler = function (pointer) { Phaser.Button.prototype.onInputOverHandler = function (pointer) {
if (this.freezeFrames == false) if (this.freezeFrames === false)
{ {
if (this._onOverFrameName != null) if (this._onOverFrameName != null)
{ {
@@ -811,7 +865,7 @@ Phaser.Button.prototype.onInputOverHandler = function (pointer) {
*/ */
Phaser.Button.prototype.onInputOutHandler = function (pointer) { Phaser.Button.prototype.onInputOutHandler = function (pointer) {
if (this.freezeFrames == false) if (this.freezeFrames === false)
{ {
if (this._onOutFrameName != null) if (this._onOutFrameName != null)
{ {
@@ -843,7 +897,7 @@ Phaser.Button.prototype.onInputOutHandler = function (pointer) {
*/ */
Phaser.Button.prototype.onInputDownHandler = function (pointer) { Phaser.Button.prototype.onInputDownHandler = function (pointer) {
if (this.freezeFrames == false) if (this.freezeFrames === false)
{ {
if (this._onDownFrameName != null) if (this._onDownFrameName != null)
{ {
@@ -875,7 +929,7 @@ Phaser.Button.prototype.onInputDownHandler = function (pointer) {
*/ */
Phaser.Button.prototype.onInputUpHandler = function (pointer) { Phaser.Button.prototype.onInputUpHandler = function (pointer) {
if (this.freezeFrames == false) if (this.freezeFrames === false)
{ {
if (this._onUpFrameName != null) if (this._onUpFrameName != null)
{ {
@@ -892,10 +946,23 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
this.onUpSound.play(this.onUpSoundMarker); this.onUpSound.play(this.onUpSoundMarker);
} }
if (this.forceOut && this.freezeFrames === false)
{
if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
}
else if (this._onOutFrameID != null)
{
this.frame = this._onOutFrameID;
}
}
if (this.onInputUp) if (this.onInputUp)
{ {
this.onInputUp.dispatch(this, pointer); this.onInputUp.dispatch(this, pointer);
} }
}; };
</pre> </pre>
</article> </article>
@@ -918,7 +985,7 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+212 -109
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -395,44 +439,44 @@
Phaser.Cache = function (game) { Phaser.Cache = function (game) {
/** /**
* @property {Phaser.Game} game - Local reference to game. * @property {Phaser.Game} game - Local reference to game.
*/ */
this.game = game; this.game = game;
/** /**
* @property {object} game - Canvas key-value container. * @property {object} game - Canvas key-value container.
* @private * @private
*/ */
this._canvases = {}; this._canvases = {};
/** /**
* @property {object} _images - Image key-value container. * @property {object} _images - Image key-value container.
* @private * @private
*/ */
this._images = {}; this._images = {};
/** /**
* @property {object} _textures - RenderTexture key-value container. * @property {object} _textures - RenderTexture key-value container.
* @private * @private
*/ */
this._textures = {}; this._textures = {};
/** /**
* @property {object} _sounds - Sound key-value container. * @property {object} _sounds - Sound key-value container.
* @private * @private
*/ */
this._sounds = {}; this._sounds = {};
/** /**
* @property {object} _text - Text key-value container. * @property {object} _text - Text key-value container.
* @private * @private
*/ */
this._text = {}; this._text = {};
/** /**
* @property {object} _tilemaps - Tilemap key-value container. * @property {object} _tilemaps - Tilemap key-value container.
* @private * @private
*/ */
this._tilemaps = {}; this._tilemaps = {};
/** /**
@@ -441,12 +485,19 @@ Phaser.Cache = function (game) {
*/ */
this._tilesets = {}; this._tilesets = {};
/**
* @property {object} _bitmapDatas - BitmapData key-value container.
* @private
*/
this._bitmapDatas = {};
this.addDefaultImage(); this.addDefaultImage();
this.addMissingImage();
/** /**
* @property {Phaser.Signal} onSoundUnlock - Description. * @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; this.onSoundUnlock = new Phaser.Signal();
}; };
@@ -465,12 +516,27 @@ Phaser.Cache.prototype = {
}, },
/**
* 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. * Add a new Phaser.RenderTexture in to the cache.
* *
* @method Phaser.Cache#addRenderTexture * @method Phaser.Cache#addRenderTexture
* @param {string} key - The unique key by which you will reference this object. * @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) { addRenderTexture: function (key, texture) {
@@ -597,14 +663,14 @@ 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 * @method Phaser.Cache#addDefaultImage
*/ */
addDefaultImage: function () { addDefaultImage: function () {
var img = new Image(); var img = new Image();
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg=="; img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==";
this._images['__default'] = { url: null, data: img, spriteSheet: false }; this._images['__default'] = { url: null, data: img, spriteSheet: false };
this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', ''); this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
@@ -614,6 +680,24 @@ Phaser.Cache.prototype = {
}, },
/**
* 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. * Add a new text data.
* *
@@ -621,7 +705,7 @@ Phaser.Cache.prototype = {
* @param {string} key - Asset key for the text data. * @param {string} key - Asset key for the text data.
* @param {string} url - URL of this text data file. * @param {string} url - URL of this text data file.
* @param {object} data - Extra text data. * @param {object} data - Extra text data.
*/ */
addText: function (key, url, data) { addText: function (key, url, data) {
this._text[key] = { this._text[key] = {
@@ -665,7 +749,6 @@ Phaser.Cache.prototype = {
webAudio = webAudio || true; webAudio = webAudio || true;
audioTag = audioTag || false; audioTag = audioTag || false;
var locked = this.game.sound.touchLocked;
var decoded = false; var decoded = false;
if (audioTag) if (audioTag)
@@ -727,13 +810,13 @@ Phaser.Cache.prototype = {
}, },
/** /**
* Add a new decoded sound. * Add a new decoded sound.
* *
* @method Phaser.Cache#decodedSound * @method Phaser.Cache#decodedSound
* @param {string} key - Asset key for the sound. * @param {string} key - Asset key for the sound.
* @param {object} data - Extra sound data. * @param {object} data - Extra sound data.
*/ */
decodedSound: function (key, data) { decodedSound: function (key, data) {
this._sounds[key].data = data; this._sounds[key].data = data;
@@ -742,13 +825,13 @@ Phaser.Cache.prototype = {
}, },
/** /**
* Get acanvas object from the cache by its key. * Get a canvas object from the cache by its key.
* *
* @method Phaser.Cache#getCanvas * @method Phaser.Cache#getCanvas
* @param {string} key - Asset key of the canvas you want. * @param {string} key - Asset key of the canvas you want.
* @return {object} The canvas you want. * @return {object} The canvas you want.
*/ */
getCanvas: function (key) { getCanvas: function (key) {
if (this._canvases[key]) if (this._canvases[key])
@@ -757,6 +840,25 @@ Phaser.Cache.prototype = {
} }
return null; return null;
},
/**
* Get a BitmapData object from the cache by its key.
*
* @method Phaser.Cache#getBitmapData
* @param {string} key - Asset key of the BitmapData object you want.
* @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
*/
getBitmapData: function (key) {
if (this._bitmapDatas[key])
{
return this._bitmapDatas[key];
}
return null;
}, },
/** /**
@@ -765,7 +867,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#checkImageKey * @method Phaser.Cache#checkImageKey
* @param {string} key - Asset key of the image you want. * @param {string} key - Asset key of the image you want.
* @return {boolean} True if the key exists, otherwise false. * @return {boolean} True if the key exists, otherwise false.
*/ */
checkImageKey: function (key) { checkImageKey: function (key) {
if (this._images[key]) if (this._images[key])
@@ -777,13 +879,13 @@ Phaser.Cache.prototype = {
}, },
/** /**
* Get image data by key. * Get image data by key.
* *
* @method Phaser.Cache#getImage * @method Phaser.Cache#getImage
* @param {string} key - Asset key of the image you want. * @param {string} key - Asset key of the image you want.
* @return {object} The image data you want. * @return {object} The image data you want.
*/ */
getImage: function (key) { getImage: function (key) {
if (this._images[key]) if (this._images[key])
@@ -792,6 +894,7 @@ Phaser.Cache.prototype = {
} }
return null; return null;
}, },
/** /**
@@ -800,7 +903,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#getTileSetImage * @method Phaser.Cache#getTileSetImage
* @param {string} key - Asset key of the image you want. * @param {string} key - Asset key of the image you want.
* @return {object} The image data you want. * @return {object} The image data you want.
*/ */
getTilesetImage: function (key) { getTilesetImage: function (key) {
if (this._tilesets[key]) if (this._tilesets[key])
@@ -818,7 +921,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#getTileset * @method Phaser.Cache#getTileset
* @param {string} key - Asset key of the image you want. * @param {string} key - Asset key of the image you want.
* @return {Phaser.Tileset} The tileset data. The tileset image is in the data property, the tile data in tileData. * @return {Phaser.Tileset} The tileset data. The tileset image is in the data property, the tile data in tileData.
*/ */
getTileset: function (key) { getTileset: function (key) {
if (this._tilesets[key]) if (this._tilesets[key])
@@ -847,13 +950,13 @@ Phaser.Cache.prototype = {
return null; return null;
}, },
/** /**
* Get frame data by key. * Get frame data by key.
* *
* @method Phaser.Cache#getFrameData * @method Phaser.Cache#getFrameData
* @param {string} key - Asset key of the frame data you want. * @param {string} key - Asset key of the frame data you want.
* @return {Phaser.FrameData} The frame data you want. * @return {Phaser.FrameData} The frame data you want.
*/ */
getFrameData: function (key) { getFrameData: function (key) {
if (this._images[key] && this._images[key].frameData) if (this._images[key] && this._images[key].frameData)
@@ -907,7 +1010,7 @@ Phaser.Cache.prototype = {
*/ */
getFrame: function (key) { 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; return this._images[key].frame;
} }
@@ -950,13 +1053,13 @@ Phaser.Cache.prototype = {
}, },
/** /**
* Get sound by key. * Get sound by key.
* *
* @method Phaser.Cache#getSound * @method Phaser.Cache#getSound
* @param {string} key - Asset key of the sound you want. * @param {string} key - Asset key of the sound you want.
* @return {Phaser.Sound} The sound you want. * @return {Phaser.Sound} The sound you want.
*/ */
getSound: function (key) { getSound: function (key) {
if (this._sounds[key]) if (this._sounds[key])
@@ -968,13 +1071,13 @@ Phaser.Cache.prototype = {
}, },
/** /**
* Get sound data by key. * Get sound data by key.
* *
* @method Phaser.Cache#getSoundData * @method Phaser.Cache#getSoundData
* @param {string} key - Asset key of the sound you want. * @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want. * @return {object} The sound data you want.
*/ */
getSoundData: function (key) { getSoundData: function (key) {
if (this._sounds[key]) if (this._sounds[key])
@@ -986,13 +1089,13 @@ Phaser.Cache.prototype = {
}, },
/** /**
* Check if the given sound has finished decoding. * Check if the given sound has finished decoding.
* *
* @method Phaser.Cache#isSoundDecoded * @method Phaser.Cache#isSoundDecoded
* @param {string} key - Asset key of the sound you want. * @param {string} key - Asset key of the sound you want.
* @return {boolean} The decoded state of the Sound object. * @return {boolean} The decoded state of the Sound object.
*/ */
isSoundDecoded: function (key) { isSoundDecoded: function (key) {
if (this._sounds[key]) if (this._sounds[key])
@@ -1002,26 +1105,26 @@ 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 * @method Phaser.Cache#isSoundReady
* @param {string} key - Asset key of the sound you want. * @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. * @return {boolean} True if the sound is decoded and the device is not touch locked.
*/ */
isSoundReady: function (key) { 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 * @method Phaser.Cache#isSpriteSheet
* @param {string} key - Asset key of the sprite sheet you want. * @param {string} key - Asset key of the sprite sheet you want.
* @return {boolean} True if the image is a sprite sheet. * @return {boolean} True if the image is a sprite sheet.
*/ */
isSpriteSheet: function (key) { isSpriteSheet: function (key) {
if (this._images[key]) if (this._images[key])
@@ -1033,13 +1136,13 @@ Phaser.Cache.prototype = {
}, },
/** /**
* Get text data by key. * Get text data by key.
* *
* @method Phaser.Cache#getText * @method Phaser.Cache#getText
* @param {string} key - Asset key of the text data you want. * @param {string} key - Asset key of the text data you want.
* @return {object} The text data you want. * @return {object} The text data you want.
*/ */
getText: function (key) { getText: function (key) {
if (this._text[key]) if (this._text[key])
@@ -1075,42 +1178,42 @@ 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 * @method Phaser.Cache#getImageKeys
* @return {Array} The string based keys in the Cache. * @return {Array} The string based keys in the Cache.
*/ */
getImageKeys: function () { 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 * @method Phaser.Cache#getSoundKeys
* @return {Array} The string based keys in the Cache. * @return {Array} The string based keys in the Cache.
*/ */
getSoundKeys: function () { 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 * @method Phaser.Cache#getTextKeys
* @return {Array} The string based keys in the Cache. * @return {Array} The string based keys in the Cache.
*/ */
getTextKeys: function () { 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. * @param {string} key - Key of the asset you want to remove.
*/ */
removeCanvas: function (key) { removeCanvas: function (key) {
delete this._canvases[key]; delete this._canvases[key];
}, },
@@ -1145,11 +1248,11 @@ Phaser.Cache.prototype = {
delete this._text[key]; 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 () { destroy: function () {
for (var item in this._canvases) for (var item in this._canvases)
@@ -1195,7 +1298,7 @@ Phaser.Cache.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+86 -39
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -398,35 +442,35 @@
*/ */
Phaser.Camera = function (game, id, x, y, width, height) { Phaser.Camera = function (game, id, x, y, width, height) {
/** /**
* @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; this.game = game;
/** /**
* @property {Phaser.World} world - A reference to the game world. * @property {Phaser.World} world - A reference to the game world.
*/ */
this.world = game.world; this.world = game.world;
/** /**
* @property {number} id - Reserved for future multiple camera set-ups. * @property {number} id - Reserved for future multiple camera set-ups.
* @default * @default
*/ */
this.id = 0; this.id = 0;
/** /**
* Camera view. * Camera view.
* The view into the world we wish to render (by default the game dimensions). * 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. * 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?). * Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
* @property {Phaser.Rectangle} view * @property {Phaser.Rectangle} view
*/ */
this.view = new Phaser.Rectangle(x, y, width, height); this.view = new Phaser.Rectangle(x, y, width, height);
/** /**
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling. * @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/ */
this.screenView = new Phaser.Rectangle(x, y, width, height); this.screenView = new Phaser.Rectangle(x, y, width, height);
/** /**
* 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 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.
@@ -437,36 +481,36 @@ Phaser.Camera = function (game, id, x, y, width, height) {
this.bounds = new Phaser.Rectangle(x, y, width, height); this.bounds = new Phaser.Rectangle(x, y, width, height);
/** /**
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving. * @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/ */
this.deadzone = null; this.deadzone = null;
/** /**
* @property {boolean} visible - Whether this camera is visible or not. * @property {boolean} visible - Whether this camera is visible or not.
* @default * @default
*/ */
this.visible = true; 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 }; 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 * @default
*/ */
this.target = null; this.target = null;
/** /**
* @property {number} edge - Edge property. * @property {number} edge - Edge property.
* @private * @private
* @default * @default
*/ */
this._edge = 0; this._edge = 0;
this.displayObject = null; this.displayObject = null;
}; };
/** /**
@@ -495,7 +539,7 @@ Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = { Phaser.Camera.prototype = {
/** /**
* Tells this camera which sprite to follow. * Tells this camera which sprite to follow.
* @method Phaser.Camera#follow * @method Phaser.Camera#follow
* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything. * @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
@@ -528,6 +572,9 @@ Phaser.Camera.prototype = {
break; break;
case Phaser.Camera.FOLLOW_LOCKON: case Phaser.Camera.FOLLOW_LOCKON:
this.deadzone = null;
break;
default: default:
this.deadzone = null; this.deadzone = null;
break; break;
@@ -546,7 +593,7 @@ Phaser.Camera.prototype = {
}, },
/** /**
* Move the camera focus on a location instantly. * Move the camera focus on a location instantly.
* @method Phaser.Camera#focusOnXY * @method Phaser.Camera#focusOnXY
* @param {number} x - X position. * @param {number} x - X position.
@@ -558,7 +605,7 @@ Phaser.Camera.prototype = {
}, },
/** /**
* Update focusing and scrolling. * Update focusing and scrolling.
* @method Phaser.Camera#update * @method Phaser.Camera#update
*/ */
@@ -727,7 +774,7 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
* @property {number} y - Gets or sets the cameras y position. * @property {number} y - Gets or sets the cameras y position.
*/ */
Object.defineProperty(Phaser.Camera.prototype, "y", { Object.defineProperty(Phaser.Camera.prototype, "y", {
get: function () { get: function () {
return this.view.y; return this.view.y;
}, },
@@ -798,7 +845,7 @@ Object.defineProperty(Phaser.Camera.prototype, "height", {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+68 -18
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -419,10 +463,10 @@ Phaser.Canvas = {
* @param {HTMLElement} element - The targeted element that we want to retrieve the offset. * @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. * @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. * @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
*/ */
getOffset: function (element, point) { getOffset: function (element, point) {
point = point || new Phaser.Point; point = point || new Phaser.Point();
var box = element.getBoundingClientRect(); var box = element.getBoundingClientRect();
var clientTop = element.clientTop || document.body.clientTop || 0; var clientTop = element.clientTop || document.body.clientTop || 0;
@@ -443,7 +487,7 @@ Phaser.Canvas = {
* @method Phaser.Canvas.getAspectRatio * @method Phaser.Canvas.getAspectRatio
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from. * @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
* @return {number} The ratio between canvas' width and height. * @return {number} The ratio between canvas' width and height.
*/ */
getAspectRatio: function (canvas) { getAspectRatio: function (canvas) {
return canvas.width / canvas.height; return canvas.width / canvas.height;
}, },
@@ -516,37 +560,43 @@ Phaser.Canvas = {
* *
* @method Phaser.Canvas.addToDOM * @method Phaser.Canvas.addToDOM
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on. * @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 {string|HTMLElement} 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 {boolean} overflowHidden - If set to true it will add the overflow='hidden' style to the parent DOM element.
* @return {HTMLCanvasElement} Returns the source canvas. * @return {HTMLCanvasElement} Returns the source canvas.
*/ */
addToDOM: function (canvas, parent, overflowHidden) { addToDOM: function (canvas, parent, overflowHidden) {
parent = parent || ''; var target;
if (typeof overflowHidden === 'undefined') { overflowHidden = true; } if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
if (parent !== '') if (parent)
{ {
if (document.getElementById(parent)) // hopefully an element ID
if (typeof parent === 'string')
{ {
document.getElementById(parent).appendChild(canvas); target = document.getElementById(parent);
}
// quick test for a HTMLelement
else if (typeof parent === 'object' && parent.nodeType === 1)
{
target = parent;
}
if (overflowHidden) if (overflowHidden)
{
document.getElementById(parent).style.overflow = 'hidden';
}
}
else
{ {
document.body.appendChild(canvas); target.style.overflow = 'hidden';
} }
} }
else
// fallback, covers an invalid ID and a none HTMLelement object
if(!target)
{ {
document.body.appendChild(canvas); target = document.body;
} }
target.appendChild(canvas);
return canvas; return canvas;
}, },
@@ -654,7 +704,7 @@ Phaser.Canvas = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+71 -22
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -392,7 +436,7 @@
* @param {number} [y] The y 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} [diameter] The diameter of the circle.
* @return {Phaser.Circle} This circle object * @return {Phaser.Circle} This circle object
**/ */
Phaser.Circle = function (x, y, diameter) { Phaser.Circle = function (x, y, diameter) {
x = x || 0; x = x || 0;
@@ -401,26 +445,26 @@ Phaser.Circle = function (x, y, diameter) {
/** /**
* @property {number} x - The x coordinate of the center of the circle. * @property {number} x - The x coordinate of the center of the circle.
**/ */
this.x = x; this.x = x;
/** /**
* @property {number} y - The y coordinate of the center of the circle. * @property {number} y - The y coordinate of the center of the circle.
**/ */
this.y = y; this.y = y;
/** /**
* @property {number} _diameter - The diameter of the circle. * @property {number} _diameter - The diameter of the circle.
* @private * @private
**/ */
this._diameter = diameter; this._diameter = diameter;
if (diameter > 0) if (diameter > 0)
{ {
/** /**
* @property {number} _radius - The radius of the circle. * @property {number} _radius - The radius of the circle.
* @private * @private
**/ */
this._radius = diameter * 0.5; this._radius = diameter * 0.5;
} }
else else
@@ -436,7 +480,7 @@ Phaser.Circle.prototype = {
* The circumference of the circle. * The circumference of the circle.
* @method Phaser.Circle#circumference * @method Phaser.Circle#circumference
* @return {number} * @return {number}
**/ */
circumference: function () { circumference: function () {
return 2 * (Math.PI * this._radius); return 2 * (Math.PI * this._radius);
}, },
@@ -448,7 +492,7 @@ Phaser.Circle.prototype = {
* @param {number} y - The y 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 in pixels. * @param {number} diameter - The diameter of the circle in pixels.
* @return {Circle} This circle object. * @return {Circle} This circle object.
**/ */
setTo: function (x, y, diameter) { setTo: function (x, y, diameter) {
this.x = x; this.x = x;
this.y = y; this.y = y;
@@ -462,7 +506,7 @@ Phaser.Circle.prototype = {
* @method Phaser.Circle#copyFrom * @method Phaser.Circle#copyFrom
* @param {any} source - The object to copy from. * @param {any} source - The object to copy from.
* @return {Circle} This Circle object. * @return {Circle} This Circle object.
**/ */
copyFrom: function (source) { copyFrom: function (source) {
return this.setTo(source.x, source.y, source.diameter); return this.setTo(source.x, source.y, source.diameter);
}, },
@@ -472,11 +516,11 @@ Phaser.Circle.prototype = {
* @method Phaser.Circle#copyTo * @method Phaser.Circle#copyTo
* @param {any} dest - The object to copy to. * @param {any} dest - The object to copy to.
* @return {Object} This dest object. * @return {Object} This dest object.
**/ */
copyTo: function(dest) { copyTo: function(dest) {
dest[x] = this.x; dest.x = this.x;
dest[y] = this.y; dest.y = this.y;
dest[diameter] = this._diameter; dest.diameter = this._diameter;
return dest; return dest;
}, },
@@ -513,7 +557,7 @@ Phaser.Circle.prototype = {
if (typeof out === "undefined") { out = new Phaser.Circle(); } 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);
}, },
@@ -546,7 +590,7 @@ Phaser.Circle.prototype = {
* @param {number} dx - Moves the x value of the Circle object by this amount. * @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. * @param {number} dy - Moves the y value of the Circle object by this amount.
* @return {Circle} This Circle object. * @return {Circle} This Circle object.
**/ */
offset: function (dx, dy) { offset: function (dx, dy) {
this.x += dx; this.x += dx;
this.y += dy; this.y += dy;
@@ -558,7 +602,7 @@ Phaser.Circle.prototype = {
* @method Phaser.Circle#offsetPoint * @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). * @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. * @return {Circle} This Circle object.
**/ */
offsetPoint: function (point) { offsetPoint: function (point) {
return this.offset(point.x, point.y); return this.offset(point.x, point.y);
}, },
@@ -567,7 +611,7 @@ Phaser.Circle.prototype = {
* Returns a string representation of this object. * Returns a string representation of this object.
* @method Phaser.Circle#toString * @method Phaser.Circle#toString
* @return {string} a string representation of the instance. * @return {string} a string representation of the instance.
**/ */
toString: function () { toString: function () {
return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
} }
@@ -730,11 +774,16 @@ Object.defineProperty(Phaser.Circle.prototype, "area", {
Object.defineProperty(Phaser.Circle.prototype, "empty", { Object.defineProperty(Phaser.Circle.prototype, "empty", {
get: function () { get: function () {
return (this._diameter == 0); return (this._diameter === 0);
}, },
set: function (value) { set: function (value) {
this.setTo(0, 0, 0);
if (value === true)
{
this.setTo(0, 0, 0);
}
} }
}); });
@@ -868,7 +917,7 @@ Phaser.Circle.intersectsRectangle = function (c, r) {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+94 -31
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -394,6 +438,7 @@ Phaser.Color = {
* Given an alpha and 3 color values this will return an integer representation of it. * Given an alpha and 3 color values this will return an integer representation of it.
* *
* @method Phaser.Color.getColor32 * @method Phaser.Color.getColor32
* @static
* @param {number} alpha - The Alpha value (between 0 and 255). * @param {number} alpha - The Alpha value (between 0 and 255).
* @param {number} red - The Red channel 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). * @param {number} green - The Green channel value (between 0 and 255).
@@ -408,6 +453,7 @@ Phaser.Color = {
* Given 3 color values this will return an integer representation of it. * Given 3 color values this will return an integer representation of it.
* *
* @method Phaser.Color.getColor * @method Phaser.Color.getColor
* @static
* @param {number} red - The Red channel 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). * @param {number} green - The Green channel value (between 0 and 255).
* @param {number} blue - The Blue channel value (between 0 and 255). * @param {number} blue - The Blue channel value (between 0 and 255).
@@ -418,17 +464,19 @@ 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 * @method Phaser.Color.hexToRGB
* @static
* @param {string} h - The string hex color to convert. * @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) { hexToRGB: function (h) {
var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h; var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
if (hex16.length==3) { if (hex16.length==3)
{
hex16 = hex16.charAt(0) + hex16.charAt(0) + hex16.charAt(1) + hex16.charAt(1) + hex16.charAt(2) + hex16.charAt(2); hex16 = hex16.charAt(0) + hex16.charAt(0) + hex16.charAt(1) + hex16.charAt(1) + hex16.charAt(2) + hex16.charAt(2);
} }
@@ -445,6 +493,7 @@ Phaser.Color = {
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total. * RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
* *
* @method Phaser.Color.getColorInfo * @method Phaser.Color.getColorInfo
* @static
* @param {number} color - A color value in the format 0xAARRGGBB. * @param {number} color - A color value in the format 0xAARRGGBB.
* @returns {string} String containing the 3 lines of information. * @returns {string} String containing the 3 lines of information.
*/ */
@@ -453,13 +502,13 @@ Phaser.Color = {
var argb = Phaser.Color.getRGB(color); var argb = Phaser.Color.getRGB(color);
var hsl = Phaser.Color.RGBtoHSV(color); var hsl = Phaser.Color.RGBtoHSV(color);
// Hex format // Hex format
var result = Phaser.Color.RGBtoHexstring(color) + "\n"; 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"; 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); result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
return result; return result;
@@ -470,6 +519,7 @@ Phaser.Color = {
* Return a string representation of the color in the format 0xAARRGGBB. * Return a string representation of the color in the format 0xAARRGGBB.
* *
* @method Phaser.Color.RGBtoHexstring * @method Phaser.Color.RGBtoHexstring
* @static
* @param {number} color - The color to get the string representation for * @param {number} color - The color to get the string representation for
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB * @returns {string} A string of length 10 characters in the format 0xAARRGGBB
*/ */
@@ -485,6 +535,7 @@ Phaser.Color = {
* Return a string representation of the color in the format #RRGGBB. * Return a string representation of the color in the format #RRGGBB.
* *
* @method Phaser.Color.RGBtoWebstring * @method Phaser.Color.RGBtoWebstring
* @static
* @param {number} color - The color to get the string representation for. * @param {number} color - The color to get the string representation for.
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB. * @returns {string} A string of length 10 characters in the format 0xAARRGGBB.
*/ */
@@ -500,6 +551,7 @@ Phaser.Color = {
* Return a string containing a hex representation of the given color. * Return a string containing a hex representation of the given color.
* *
* @method Phaser.Color.colorToHexstring * @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). * @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. * @returns {string} A string of length 2 characters, i.e. 255 = FF, 0 = 00.
*/ */
@@ -516,11 +568,12 @@ Phaser.Color = {
/** /**
* Interpolates the two given colours based on the supplied step and currentStep properties. * Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateColor * @method Phaser.Color.interpolateColor
* @param {number} color1 - Description. * @static
* @param {number} color2 - Description. * @param {number} color1 - The first color value.
* @param {number} steps - Description. * @param {number} color2 - The second color value.
* @param {number} currentStep - Description. * @param {number} steps - The number of steps to run the interpolation over.
* @param {number} alpha - Description. * @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. * @returns {number} The interpolated color value.
*/ */
interpolateColor: function (color1, color2, steps, currentStep, alpha) { interpolateColor: function (color1, color2, steps, currentStep, alpha) {
@@ -540,12 +593,13 @@ Phaser.Color = {
/** /**
* Interpolates the two given colours based on the supplied step and currentStep properties. * Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateColorWithRGB * @method Phaser.Color.interpolateColorWithRGB
* @param {number} color - Description. * @static
* @param {number} r - Description. * @param {number} color - The first color value.
* @param {number} g - Description. * @param {number} r - The red color value, between 0 and 0xFF (255).
* @param {number} b - Description. * @param {number} g - The green color value, between 0 and 0xFF (255).
* @param {number} steps - Description. * @param {number} b - The blue color value, between 0 and 0xFF (255).
* @param {number} currentStep - Description. * @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. * @returns {number} The interpolated color value.
*/ */
interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) { interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {
@@ -562,14 +616,15 @@ Phaser.Color = {
/** /**
* Interpolates the two given colours based on the supplied step and currentStep properties. * Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateRGB * @method Phaser.Color.interpolateRGB
* @param {number} r1 - Description. * @static
* @param {number} g1 - Description. * @param {number} r1 - The red color value, between 0 and 0xFF (255).
* @param {number} b1 - Description. * @param {number} g1 - The green color value, between 0 and 0xFF (255).
* @param {number} r2 - Description. * @param {number} b1 - The blue color value, between 0 and 0xFF (255).
* @param {number} g2 - Description. * @param {number} r2 - The red color value, between 0 and 0xFF (255).
* @param {number} b2 - Description. * @param {number} g2 - The green color value, between 0 and 0xFF (255).
* @param {number} steps - Description. * @param {number} b2 - The blue color value, between 0 and 0xFF (255).
* @param {number} currentStep - Description. * @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. * @returns {number} The interpolated color value.
*/ */
interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) { interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) {
@@ -584,10 +639,11 @@ Phaser.Color = {
/** /**
* Returns a random color value between black and white * Returns a random color value between black and white
* &lt;p>Set the min value to start each channel from the given offset.&lt;/p> * Set the min value to start each channel from the given offset.
* &lt;p>Set the max value to restrict the maximum color used per channel&lt;/p> * Set the max value to restrict the maximum color used per channel.
* *
* @method Phaser.Color.getRandomColor * @method Phaser.Color.getRandomColor
* @static
* @param {number} min - The lowest value to use for the color. * @param {number} min - The lowest value to use for the color.
* @param {number} max - The highest 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). * @param {number} alpha - The alpha value of the returning color (default 255 = fully opaque).
@@ -599,7 +655,7 @@ Phaser.Color = {
if (typeof max === "undefined") { max = 255; } if (typeof max === "undefined") { max = 255; }
if (typeof alpha === "undefined") { alpha = 255; } if (typeof alpha === "undefined") { alpha = 255; }
// Sanity checks // Sanity checks
if (max > 255) { if (max > 255) {
return Phaser.Color.getColor(255, 255, 255); return Phaser.Color.getColor(255, 255, 255);
} }
@@ -619,9 +675,10 @@ Phaser.Color = {
/** /**
* Return the component parts of a color as an Object with the properties alpha, red, green, blue * Return the component parts of a color as an Object with the properties alpha, red, green, blue
* *
* &lt;p>Alpha will only be set if it exist in the given color (0xAARRGGBB)&lt;/p> * Alpha will only be set if it exist in the given color (0xAARRGGBB)
* *
* @method Phaser.Color.getRGB * @method Phaser.Color.getRGB
* @static
* @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB). * @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).
* @returns {object} An Object with properties: alpha, red, green, blue. * @returns {object} An Object with properties: alpha, red, green, blue.
*/ */
@@ -639,6 +696,7 @@ Phaser.Color = {
/** /**
* Returns a CSS friendly string value from the given color. * Returns a CSS friendly string value from the given color.
* @method Phaser.Color.getWebRGB * @method Phaser.Color.getWebRGB
* @static
* @param {number} color * @param {number} color
* @returns {string}A string in the format: 'rgba(r,g,b,a)' * @returns {string}A string in the format: 'rgba(r,g,b,a)'
*/ */
@@ -657,6 +715,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255. * 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 * @method Phaser.Color.getAlpha
* @static
* @param {number} color - In the format 0xAARRGGBB. * @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)). * @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/ */
@@ -668,6 +727,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1. * 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 * @method Phaser.Color.getAlphaFloat
* @static
* @param {number} color - In the format 0xAARRGGBB. * @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)). * @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/ */
@@ -679,6 +739,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255. * 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 * @method Phaser.Color.getRed
* @static
* @param {number} color In the format 0xAARRGGBB. * @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). * @returns {number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red).
*/ */
@@ -690,6 +751,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255. * 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 * @method Phaser.Color.getGreen
* @static
* @param {number} color - In the format 0xAARRGGBB. * @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). * @returns {number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green).
*/ */
@@ -701,13 +763,14 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255. * 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 * @method Phaser.Color.getBlue
* @static
* @param {number} color - In the format 0xAARRGGBB. * @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). * @returns {number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue).
*/ */
getBlue: function (color) { getBlue: function (color) {
return color & 0xFF; return color & 0xFF;
} }
}; };
</pre> </pre>
</article> </article>
@@ -730,7 +793,7 @@ Phaser.Color = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+90 -46
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -394,47 +438,47 @@
Phaser.Utils.Debug = function (game) { 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; 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; this.context = game.context;
/** /**
* @property {string} font - The font that the debug information is rendered in. * @property {string} font - The font that the debug information is rendered in.
* @default '14px Courier' * @default '14px Courier'
*/ */
this.font = '14px Courier'; this.font = '14px Courier';
/** /**
* @property {number} lineHeight - The line height between the debug text. * @property {number} lineHeight - The line height between the debug text.
*/ */
this.lineHeight = 16; 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; this.renderShadow = true;
/** /**
* @property {Context} currentX - The current X position the debug information will be rendered at. * @property {Context} currentX - The current X position the debug information will be rendered at.
* @default * @default
*/ */
this.currentX = 0; this.currentX = 0;
/** /**
* @property {number} currentY - The current Y position the debug information will be rendered at. * @property {number} currentY - The current Y position the debug information will be rendered at.
* @default * @default
*/ */
this.currentY = 0; this.currentY = 0;
/** /**
* @property {number} currentAlpha - The current alpha the debug information will be rendered at. * @property {number} currentAlpha - The current alpha the debug information will be rendered at.
* @default * @default
*/ */
this.currentAlpha = 1; this.currentAlpha = 1;
}; };
@@ -563,13 +607,13 @@ Phaser.Utils.Debug.prototype = {
}, },
/** /**
* Renders the corners and point information of the given Sprite. * Renders the corners and point information of the given Sprite.
* @method Phaser.Utils.Debug#renderSpriteCorners * @method Phaser.Utils.Debug#renderSpriteCorners
* @param {Phaser.Sprite} sprite - The sprite to be rendered. * @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} [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 {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. * @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
*/ */
renderSpriteCorners: function (sprite, showText, showBounds, color) { renderSpriteCorners: function (sprite, showText, showBounds, color) {
if (this.context == null) if (this.context == null)
@@ -686,7 +730,7 @@ Phaser.Utils.Debug.prototype = {
/** /**
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text. * 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 {Phaser.Pointer} pointer - Description.
* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up. * @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. * @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
@@ -705,7 +749,7 @@ Phaser.Utils.Debug.prototype = {
upColor = upColor || 'rgba(255,0,0,0.5)'; upColor = upColor || 'rgba(255,0,0,0.5)';
color = color || 'rgb(255,255,255)'; color = color || 'rgb(255,255,255)';
if (hideIfUp == true && pointer.isUp == true) if (hideIfUp === true && pointer.isUp === true)
{ {
return; return;
} }
@@ -751,7 +795,7 @@ Phaser.Utils.Debug.prototype = {
* @param {number} x - X position of the debug info 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 {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). * @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) { renderSpriteInputInfo: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)'; color = color || 'rgb(255,255,255)';
@@ -767,13 +811,13 @@ Phaser.Utils.Debug.prototype = {
}, },
/** /**
* Render Sprite collision. * Render Sprite collision.
* @method Phaser.Utils.Debug#renderSpriteCollision * @method Phaser.Utils.Debug#renderSpriteCollision
* @param {Phaser.Sprite} sprite - The sprite to be rendered. * @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info 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 {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). * @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) { renderSpriteCollision: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)'; color = color || 'rgb(255,255,255)';
@@ -1158,7 +1202,7 @@ Phaser.Utils.Debug.prototype = {
* @param {number} y - Y position of the debug info to be rendered. * @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} [color] - Color of the debug info to be rendered (format is css color string).
* @param {string} font - The font of text to draw. * @param {string} font - The font of text to draw.
*/ */
renderText: function (text, x, y, color, font) { renderText: function (text, x, y, color, font) {
if (this.context == null) if (this.context == null)
@@ -1198,7 +1242,7 @@ Phaser.Utils.Debug.prototype = {
var testObject = entity.last.next; var testObject = entity.last.next;
entity = entity.first; entity = entity.first;
do do
{ {
var name = entity.sprite.name || '*'; var name = entity.sprite.name || '*';
var nameNext = '-'; var nameNext = '-';
@@ -1279,7 +1323,7 @@ Phaser.Utils.Debug.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+97 -14
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -413,6 +457,12 @@ Phaser.Device = function () {
*/ */
this.iOS = false; this.iOS = false;
/**
* @property {boolean} cocoonJS - Is the game running under CocoonJS?
* @default
*/
this.cocoonJS = false;
/** /**
* @property {boolean} android - Is running on android? * @property {boolean} android - Is running on android?
* @default * @default
@@ -505,67 +555,78 @@ Phaser.Device = function () {
*/ */
this.pointerLock = false; this.pointerLock = false;
/**
* @property {boolean} typedArray - Does the browser support TypedArrays?
* @default
*/
this.typedArray = false;
// Browser // Browser
/** /**
* @property {boolean} arora - Is running in arora? * @property {boolean} arora - Set to true if running in Arora.
* @default * @default
*/ */
this.arora = false; this.arora = false;
/** /**
* @property {boolean} chrome - Is running in chrome? * @property {boolean} chrome - Set to true if running in Chrome.
* @default * @default
*/ */
this.chrome = false; this.chrome = false;
/** /**
* @property {boolean} epiphany - Is running in epiphany? * @property {boolean} epiphany - Set to true if running in Epiphany.
* @default * @default
*/ */
this.epiphany = false; this.epiphany = false;
/** /**
* @property {boolean} firefox - Is running in firefox? * @property {boolean} firefox - Set to true if running in Firefox.
* @default * @default
*/ */
this.firefox = false; this.firefox = false;
/** /**
* @property {boolean} ie - Is running in ie? * @property {boolean} ie - Set to true if running in Internet Explorer.
* @default * @default
*/ */
this.ie = false; 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 * @default
*/ */
this.ieVersion = 0; this.ieVersion = 0;
/** /**
* @property {boolean} mobileSafari - Is running in mobileSafari? * @property {boolean} mobileSafari - Set to true if running in Mobile Safari.
* @default * @default
*/ */
this.mobileSafari = false; this.mobileSafari = false;
/** /**
* @property {boolean} midori - Is running in midori? * @property {boolean} midori - Set to true if running in Midori.
* @default * @default
*/ */
this.midori = false; this.midori = false;
/** /**
* @property {boolean} opera - Is running in opera? * @property {boolean} opera - Set to true if running in Opera.
* @default * @default
*/ */
this.opera = false; this.opera = false;
/** /**
* @property {boolean} safari - Is running in safari? * @property {boolean} safari - Set to true if running in Safari.
* @default * @default
*/ */
this.safari = false; this.safari = false;
/**
* @property {boolean} webApp - Set to true if running as a WebApp, i.e. within a WebView
* @default
*/
this.webApp = false; this.webApp = false;
// Audio // Audio
@@ -605,6 +666,7 @@ Phaser.Device = function () {
* @default * @default
*/ */
this.wav = false; this.wav = false;
/** /**
* Can this device play m4a files? * Can this device play m4a files?
* @property {boolean} m4a - True if this device can play m4a files. * @property {boolean} m4a - True if this device can play m4a files.
@@ -644,6 +706,12 @@ Phaser.Device = function () {
*/ */
this.pixelRatio = 0; 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 // Run the checks
this._checkAudio(); this._checkAudio();
this._checkBrowser(); this._checkBrowser();
@@ -715,11 +783,11 @@ Phaser.Device.prototype = {
this.worker = !!window['Worker']; 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; this.touch = true;
} }
if (window.navigator.msPointerEnabled) { if (window.navigator.msPointerEnabled || window.navigator.pointerEnabled) {
this.mspointer = true; this.mspointer = true;
} }
@@ -748,7 +816,7 @@ Phaser.Device.prototype = {
this.mobileSafari = true; this.mobileSafari = true;
} else if (/MSIE (\d+\.\d+);/.test(ua)) { } else if (/MSIE (\d+\.\d+);/.test(ua)) {
this.ie = true; this.ie = true;
this.ieVersion = parseInt(RegExp.$1); this.ieVersion = parseInt(RegExp.$1, 10);
} else if (/Midori/.test(ua)) { } else if (/Midori/.test(ua)) {
this.midori = true; this.midori = true;
} else if (/Opera/.test(ua)) { } else if (/Opera/.test(ua)) {
@@ -762,6 +830,10 @@ Phaser.Device.prototype = {
this.webApp = true; this.webApp = true;
} }
if (navigator['isCocoonJS']) {
this.cocoonJS = true;
}
}, },
/** /**
@@ -823,6 +895,17 @@ Phaser.Device.prototype = {
this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); this.iPhone4 = (this.pixelRatio == 2 && this.iPhone);
this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; 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;
}
}, },
/** /**
@@ -941,7 +1024,7 @@ Phaser.Device.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+421 -375
View File
File diff suppressed because it is too large Load Diff
+175 -131
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -405,36 +449,36 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
* @property {number} maxParticles - The total number of particles in this emitter.. * @property {number} maxParticles - The total number of particles in this emitter..
* @default * @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++; this.name = 'emitter' + this.game.particles.ID++;
/** /**
* @property {Description} type - Description. * @property {Description} type - Description.
*/ */
this.type = Phaser.EMITTER; this.type = Phaser.EMITTER;
/** /**
* @property {number} x - The X position of the top left corner of the emitter in world space. * @property {number} x - The X position of the top left corner of the emitter in world space.
* @default * @default
*/ */
this.x = 0; this.x = 0;
/** /**
* @property {number} y - The Y position of the top left corner of emitter in world space. * @property {number} y - The Y position of the top left corner of emitter in world space.
* @default * @default
*/ */
this.y = 0; this.y = 0;
/** /**
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box. * @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default * @default
*/ */
this.width = 1; this.width = 1;
/** /**
@@ -466,138 +510,138 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.minParticleScale = 1; this.minParticleScale = 1;
/** /**
* The maximum possible scale of a particle. * The maximum possible scale of a particle.
* The default value is 1. * The default value is 1.
* @property {number} maxParticleScale * @property {number} maxParticleScale
* @default * @default
*/ */
this.maxParticleScale = 1; this.maxParticleScale = 1;
/** /**
* The minimum possible angular velocity of a particle. The default value is -360. * The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation * @property {number} minRotation
* @default * @default
*/ */
this.minRotation = -360; this.minRotation = -360;
/** /**
* The maximum possible angular velocity of a particle. The default value is 360. * The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation * @property {number} maxRotation
* @default * @default
*/ */
this.maxRotation = 360; this.maxRotation = 360;
/** /**
* Sets the &lt;code>gravity.y&lt;/code> of each particle to this value on launch. * Sets the &lt;code>gravity.y&lt;/code> of each particle to this value on launch.
* @property {number} gravity * @property {number} gravity
* @default * @default
*/ */
this.gravity = 2; this.gravity = 2;
/** /**
* Set your own particle class type here. * Set your own particle class type here.
* @property {Description} particleClass * @property {Description} particleClass
* @default * @default
*/ */
this.particleClass = null; this.particleClass = null;
/** /**
* The X and Y drag component of particles launched from the emitter. * The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag * @property {Phaser.Point} particleDrag
*/ */
this.particleDrag = new Phaser.Point(); this.particleDrag = new Phaser.Point();
/** /**
* The angular drag component of particles launched from the emitter if they are rotating. * The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag * @property {number} angularDrag
* @default * @default
*/ */
this.angularDrag = 0; this.angularDrag = 0;
/** /**
* How often a particle is emitted in ms (if emitter is started with Explode == false). * How often a particle is emitted in ms (if emitter is started with Explode === false).
* @property {boolean} frequency * @property {boolean} frequency
* @default * @default
*/ */
this.frequency = 100; this.frequency = 100;
/** /**
* How long each particle lives once it is emitted in ms. Default is 2 seconds. * How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever. * Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan * @property {number} lifespan
* @default * @default
*/ */
this.lifespan = 2000; this.lifespan = 2000;
/** /**
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce. * How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce * @property {Phaser.Point} bounce
*/ */
this.bounce = new Phaser.Point(); this.bounce = new Phaser.Point();
/** /**
* Internal helper for deciding how many particles to launch. * Internal helper for deciding how many particles to launch.
* @property {number} _quantity * @property {number} _quantity
* @private * @private
* @default * @default
*/ */
this._quantity = 0; this._quantity = 0;
/** /**
* Internal helper for deciding when to launch particles or kill them. * Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer * @property {number} _timer
* @private * @private
* @default * @default
*/ */
this._timer = 0; this._timer = 0;
/** /**
* Internal counter for figuring out how many particles to launch. * Internal counter for figuring out how many particles to launch.
* @property {number} _counter * @property {number} _counter
* @private * @private
* @default * @default
*/ */
this._counter = 0; this._counter = 0;
/** /**
* Internal helper for the style of particle emission (all at once, or one at a time). * Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode * @property {boolean} _explode
* @private * @private
* @default * @default
*/ */
this._explode = true; this._explode = true;
/** /**
* Determines whether the emitter is currently emitting particles. * Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this. * It is totally safe to directly toggle this.
* @property {boolean} on * @property {boolean} on
* @default * @default
*/ */
this.on = false; this.on = false;
/** /**
* Determines whether the emitter is being updated by the core game loop. * Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists * @property {boolean} exists
* @default * @default
*/ */
this.exists = true; this.exists = true;
/** /**
* The point the particles are emitted from. * The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles * 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. * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX * @property {boolean} emitX
*/ */
this.emitX = x; this.emitX = x;
/** /**
* The point the particles are emitted from. * The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles * 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. * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY * @property {boolean} emitY
*/ */
this.emitY = y; this.emitY = y;
}; };
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype); Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
@@ -613,12 +657,12 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
{ {
if (this._explode) if (this._explode)
{ {
this._counter = 0; this._counter = 0;
do do
{ {
this.emitParticle(); this.emitParticle();
this._counter++; this._counter++;
} }
while (this._counter &lt; this._quantity); while (this._counter &lt; this._quantity);
@@ -626,22 +670,22 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
} }
else else
{ {
if (this.game.time.now >= this._timer) if (this.game.time.now >= this._timer)
{ {
this.emitParticle(); this.emitParticle();
this._counter++; this._counter++;
if (this._quantity > 0) if (this._quantity > 0)
{ {
if (this._counter >= this._quantity) if (this._counter >= this._quantity)
{ {
this.on = false; this.on = false;
} }
} }
this._timer = this.game.time.now + this.frequency; this._timer = this.game.time.now + this.frequency;
} }
} }
} }
@@ -665,7 +709,7 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
frames = 0; frames = 0;
} }
quantity = quantity || this.maxParticles; quantity = quantity || this.maxParticles;
collide = collide || 0; collide = collide || 0;
if (typeof collideWorldBounds == 'undefined') if (typeof collideWorldBounds == 'undefined')
@@ -694,10 +738,10 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame); particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
} }
else // else
{ // {
// particle = new this.particleClass(this.game); // particle = new this.particleClass(this.game);
} // }
if (collide > 0) if (collide > 0)
{ {
@@ -759,18 +803,18 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
*/ */
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) { Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode !== 'boolean') if (typeof explode !== 'boolean')
{ {
explode = true; explode = true;
} }
lifespan = lifespan || 0; lifespan = lifespan || 0;
// How many ms between emissions? // How many ms between emissions?
frequency = frequency || 250; frequency = frequency || 250;
// Total number of particles to emit // Total number of particles to emit
quantity = quantity || 0; quantity = quantity || 0;
this.revive(); this.revive();
@@ -805,16 +849,16 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
if (particle == null) if (particle == null)
{ {
return; return;
} }
if (this.width > 1 || this.height > 1) 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 else
{ {
particle.reset(this.emitX, this.emitY); particle.reset(this.emitX, this.emitY);
} }
particle.lifespan = this.lifespan; particle.lifespan = this.lifespan;
@@ -883,8 +927,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
*/ */
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) { Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
min = min || 0; min = min || 0;
max = max || 0; max = max || 0;
this.minParticleSpeed.x = min; this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max; this.maxParticleSpeed.x = max;
@@ -899,8 +943,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
*/ */
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) { Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
min = min || 0; min = min || 0;
max = max || 0; max = max || 0;
this.minParticleSpeed.y = min; this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max; this.maxParticleSpeed.y = max;
@@ -915,8 +959,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
*/ */
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) { Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
min = min || 0; min = min || 0;
max = max || 0; max = max || 0;
this.minRotation = min; this.minRotation = min;
this.maxRotation = max; this.maxRotation = max;
@@ -1073,7 +1117,7 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+89 -37
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -383,23 +427,31 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/ */
/** /**
* The Events component is a collection of events fired by the parent game object and its components.
*
* @class Phaser.Events * @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 * @constructor
* *
* @param {Phaser.Sprite} sprite - A reference to Description. * @param {Phaser.Sprite} sprite - A reference to Description.
*/ */
Phaser.Events = function (sprite) { Phaser.Events = function (sprite) {
this.parent = sprite; this.parent = sprite;
this.onAddedToGroup = new Phaser.Signal; this.onAddedToGroup = new Phaser.Signal();
this.onRemovedFromGroup = new Phaser.Signal; this.onRemovedFromGroup = new Phaser.Signal();
this.onKilled = new Phaser.Signal; this.onKilled = new Phaser.Signal();
this.onRevived = new Phaser.Signal; this.onRevived = new Phaser.Signal();
this.onOutOfBounds = new Phaser.Signal; this.onOutOfBounds = new Phaser.Signal();
this.onInputOver = null; this.onInputOver = null;
this.onInputOut = null; this.onInputOut = null;
@@ -408,41 +460,41 @@ Phaser.Events = function (sprite) {
this.onDragStart = null; this.onDragStart = null;
this.onDragStop = null; this.onDragStop = null;
this.onAnimationStart = null; this.onAnimationStart = null;
this.onAnimationComplete = null; this.onAnimationComplete = null;
this.onAnimationLoop = null; this.onAnimationLoop = null;
}; };
Phaser.Events.prototype = { Phaser.Events.prototype = {
destroy: function () { destroy: function () {
this.parent = null; this.parent = null;
this.onAddedToGroup.dispose(); this.onAddedToGroup.dispose();
this.onRemovedFromGroup.dispose(); this.onRemovedFromGroup.dispose();
this.onKilled.dispose(); this.onKilled.dispose();
this.onRevived.dispose(); this.onRevived.dispose();
this.onOutOfBounds.dispose(); this.onOutOfBounds.dispose();
if (this.onInputOver) if (this.onInputOver)
{ {
this.onInputOver.dispose(); this.onInputOver.dispose();
this.onInputOut.dispose(); this.onInputOut.dispose();
this.onInputDown.dispose(); this.onInputDown.dispose();
this.onInputUp.dispose(); this.onInputUp.dispose();
this.onDragStart.dispose(); this.onDragStart.dispose();
this.onDragStop.dispose(); this.onDragStop.dispose();
} }
if (this.onAnimationStart) if (this.onAnimationStart)
{ {
this.onAnimationStart.dispose(); this.onAnimationStart.dispose();
this.onAnimationComplete.dispose(); this.onAnimationComplete.dispose();
this.onAnimationLoop.dispose(); this.onAnimationLoop.dispose();
} }
} }
};</pre> };</pre>
</article> </article>
@@ -465,7 +517,7 @@ Phaser.Events.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+635
View File
@@ -0,0 +1,635 @@
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<h1 class="page-title">Source: core/Filter.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 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 = {
resolution: { type: '3f', value: { x: 256, y: 256, z: 0 }},
time: { type: '1f', value: 0 },
mouse: { type: '4f', value: { x: 0, y: 0, z: 0, w: 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')
{
this.uniforms.mouse.x = pointer.x;
this.uniforms.mouse.y = pointer.y;
}
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;
}
};
/**
* @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>
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<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>
+139 -95
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -398,124 +442,124 @@
*/ */
Phaser.Frame = function (index, x, y, width, height, name, uuid) { 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. * @property {number} index - The index of this Frame within the FrameData set it is being added to.
*/ */
this.index = index; this.index = index;
/** /**
* @property {number} x - X position within the image to cut from. * @property {number} x - X position within the image to cut from.
*/ */
this.x = x; this.x = x;
/** /**
* @property {number} y - Y position within the image to cut from. * @property {number} y - Y position within the image to cut from.
*/ */
this.y = y; this.y = y;
/** /**
* @property {number} width - Width of the frame. * @property {number} width - Width of the frame.
*/ */
this.width = width; this.width = width;
/** /**
* @property {number} height - Height of the frame. * @property {number} height - Height of the frame.
*/ */
this.height = height; this.height = height;
/** /**
* @property {string} name - Useful for Texture Atlas files (is set to the filename value). * @property {string} name - Useful for Texture Atlas files (is set to the filename value).
*/ */
this.name = name; this.name = name;
/** /**
* @property {string} uuid - A link to the PIXI.TextureCache entry. * @property {string} uuid - A link to the PIXI.TextureCache entry.
*/ */
this.uuid = uuid; 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); 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); this.centerY = Math.floor(height / 2);
/** /**
* @property {number} distance - The distance from the top left to the bottom-right of this Frame. * @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); this.distance = Phaser.Math.distance(0, 0, width, height);
/** /**
* @property {boolean} rotated - Rotated? (not yet implemented) * @property {boolean} rotated - Rotated? (not yet implemented)
* @default * @default
*/ */
this.rotated = false; this.rotated = false;
/** /**
* @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees. * @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
* @default 'cw' * @default 'cw'
*/ */
this.rotationDirection = 'cw'; this.rotationDirection = 'cw';
/** /**
* @property {boolean} trimmed - Was it trimmed when packed? * @property {boolean} trimmed - Was it trimmed when packed?
* @default * @default
*/ */
this.trimmed = false; this.trimmed = false;
/** /**
* @property {number} sourceSizeW - Width of the original sprite. * @property {number} sourceSizeW - Width of the original sprite.
*/ */
this.sourceSizeW = width; this.sourceSizeW = width;
/** /**
* @property {number} sourceSizeH - Height of the original sprite. * @property {number} sourceSizeH - Height of the original sprite.
*/ */
this.sourceSizeH = height; this.sourceSizeH = height;
/** /**
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite. * @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
* @default * @default
*/ */
this.spriteSourceSizeX = 0; this.spriteSourceSizeX = 0;
/** /**
* @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite. * @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
* @default * @default
*/ */
this.spriteSourceSizeY = 0; this.spriteSourceSizeY = 0;
/** /**
* @property {number} spriteSourceSizeW - Width of the trimmed sprite. * @property {number} spriteSourceSizeW - Width of the trimmed sprite.
* @default * @default
*/ */
this.spriteSourceSizeW = 0; this.spriteSourceSizeW = 0;
/** /**
* @property {number} spriteSourceSizeH - Height of the trimmed sprite. * @property {number} spriteSourceSizeH - Height of the trimmed sprite.
* @default * @default
*/ */
this.spriteSourceSizeH = 0; this.spriteSourceSizeH = 0;
}; };
Phaser.Frame.prototype = { Phaser.Frame.prototype = {
/** /**
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data. * If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
* *
* @method Phaser.Frame#setTrim * @method Phaser.Frame#setTrim
* @param {boolean} trimmed - If this frame was trimmed or not. * @param {boolean} trimmed - If this frame was trimmed or not.
* @param {number} actualWidth - The width of the frame before being trimmed. * @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height 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} 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} 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} destWidth - The destination width of the trimmed frame for display.
* @param {number} destHeight - The destination height 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) { setTrim: function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
this.trimmed = trimmed; this.trimmed = trimmed;
@@ -526,8 +570,8 @@ Phaser.Frame.prototype = {
this.height = actualHeight; this.height = actualHeight;
this.sourceSizeW = actualWidth; this.sourceSizeW = actualWidth;
this.sourceSizeH = actualHeight; this.sourceSizeH = actualHeight;
this.centerX = Math.floor(actualWidth / 2); this.centerX = Math.floor(actualWidth / 2);
this.centerY = Math.floor(actualHeight / 2); this.centerY = Math.floor(actualHeight / 2);
this.spriteSourceSizeX = destX; this.spriteSourceSizeX = destX;
this.spriteSourceSizeY = destY; this.spriteSourceSizeY = destY;
this.spriteSourceSizeW = destWidth; this.spriteSourceSizeW = destWidth;
@@ -558,7 +602,7 @@ Phaser.Frame.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+69 -25
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -391,17 +435,17 @@
*/ */
Phaser.FrameData = function () { Phaser.FrameData = function () {
/** /**
* @property {Array} _frames - Local array of frames. * @property {Array} _frames - Local array of frames.
* @private * @private
*/ */
this._frames = []; this._frames = [];
/** /**
* @property {Array} _frameNames - Local array of frame names for name to index conversions. * @property {Array} _frameNames - Local array of frame names for name to index conversions.
* @private * @private
*/ */
this._frameNames = []; this._frameNames = [];
}; };
@@ -430,13 +474,13 @@ Phaser.FrameData.prototype = {
}, },
/** /**
* Get a Frame by its numerical index. * Get a Frame by its numerical index.
* *
* @method Phaser.FrameData#getFrame * @method Phaser.FrameData#getFrame
* @param {number} index - The index of the frame you want to get. * @param {number} index - The index of the frame you want to get.
* @return {Phaser.Frame} The frame, if found. * @return {Phaser.Frame} The frame, if found.
*/ */
getFrame: function (index) { getFrame: function (index) {
if (this._frames.length > index) if (this._frames.length > index)
@@ -484,15 +528,15 @@ Phaser.FrameData.prototype = {
}, },
/** /**
* Returns a range of frames based on the given start and end frame indexes and returns them in an Array. * Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
* *
* @method Phaser.FrameData#getFrameRange * @method Phaser.FrameData#getFrameRange
* @param {number} start - The starting frame index. * @param {number} start - The starting frame index.
* @param {number} end - The ending frame index. * @param {number} end - The ending frame index.
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created. * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of Frames between the start and end index values, or an empty array if none were found. * @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.
*/ */
getFrameRange: function (start, end, output) { getFrameRange: function (start, end, output) {
if (typeof output === "undefined") { output = []; } if (typeof output === "undefined") { output = []; }
@@ -506,8 +550,8 @@ Phaser.FrameData.prototype = {
}, },
/** /**
* Returns all of the Frames in this FrameData set where the frame index is found in the input array. * Returns all of the Frames in this FrameData set where the frame index is found in the input array.
* The frames are returned in the output array, or if none is provided in a new Array object. * The frames are returned in the output array, or if none is provided in a new Array object.
* *
* @method Phaser.FrameData#getFrames * @method Phaser.FrameData#getFrames
@@ -515,13 +559,13 @@ Phaser.FrameData.prototype = {
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false) * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created. * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of all Frames in this FrameData set matching the given names or IDs. * @return {Array} An array of all Frames in this FrameData set matching the given names or IDs.
*/ */
getFrames: function (frames, useNumericIndex, output) { getFrames: function (frames, useNumericIndex, output) {
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (typeof output === "undefined") { output = []; } if (typeof output === "undefined") { output = []; }
if (typeof frames === "undefined" || frames.length == 0) if (typeof frames === "undefined" || frames.length === 0)
{ {
// No input array, so we loop through all frames // No input array, so we loop through all frames
for (var i = 0; i &lt; this._frames.length; i++) for (var i = 0; i &lt; this._frames.length; i++)
@@ -568,7 +612,7 @@ Phaser.FrameData.prototype = {
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (typeof output === "undefined") { output = []; } if (typeof output === "undefined") { output = []; }
if (typeof frames === "undefined" || frames.length == 0) if (typeof frames === "undefined" || frames.length === 0)
{ {
// No frames array, so we loop through all frames // No frames array, so we loop through all frames
for (var i = 0, len = this._frames.length; i &lt; len; i++) for (var i = 0, len = this._frames.length; i &lt; len; i++)
@@ -635,7 +679,7 @@ Object.defineProperty(Phaser.FrameData.prototype, "total", {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+372 -309
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -395,7 +439,7 @@
* @constructor * @constructor
* @param {number} [width=800] - The width of your game in game pixels. * @param {number} [width=800] - The width of your game in game pixels.
* @param {number} [height=600] - The height of your game in game pixels. * @param {number} [height=600] - The height of your game in game pixels.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use (canvas or webgl) * @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
* @param {HTMLElement} [parent=''] - The Games DOM parent. * @param {HTMLElement} [parent=''] - The Games DOM parent.
* @param {any} [state=null] - Description. * @param {any} [state=null] - Description.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not. * @param {boolean} [transparent=false] - Use a transparent canvas background or not.
@@ -403,380 +447,388 @@
*/ */
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) { Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
width = width || 800; width = width || 800;
height = height || 600; height = height || 600;
renderer = renderer || Phaser.AUTO; renderer = renderer || Phaser.AUTO;
parent = parent || ''; parent = parent || '';
state = state || null; state = state || null;
if (typeof transparent == 'undefined') { transparent = false; } if (typeof transparent == 'undefined') { transparent = false; }
if (typeof antialias == 'undefined') { antialias = true; } if (typeof antialias == 'undefined') { antialias = true; }
/** /**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances). * @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/ */
this.id = Phaser.GAMES.push(this) - 1; this.id = Phaser.GAMES.push(this) - 1;
/** /**
* @property {HTMLElement} parent - The Games DOM parent. * @property {HTMLElement} parent - The Games DOM parent.
*/ */
this.parent = 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? // 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). * @property {number} width - The Game width (in pixels).
*/ */
this.width = width; this.width = width;
/** /**
* @property {number} height - The Game height (in pixels). * @property {number} height - The Game height (in pixels).
*/ */
this.height = height; this.height = height;
/** /**
* @property {boolean} transparent - Use a transparent canvas background or not. * @property {boolean} transparent - Use a transparent canvas background or not.
*/ */
this.transparent = transparent; this.transparent = transparent;
/** /**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality). * @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
*/ */
this.antialias = antialias; this.antialias = antialias;
/** /**
* @property {number} renderer - The Pixi Renderer * @property {number} renderer - The Pixi Renderer
* @default * @default
*/ */
this.renderer = null; this.renderer = null;
/** /**
* @property {number} state - The StateManager. * @property {number} state - The StateManager.
*/ */
this.state = new Phaser.StateManager(this, state); this.state = new Phaser.StateManager(this, state);
/** /**
* @property {boolean} _paused - Is game paused? * @property {boolean} _paused - Is game paused?
* @private * @private
* @default * @default
*/ */
this._paused = false; this._paused = false;
/** /**
* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL. * @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
*/ */
this.renderType = renderer; this.renderType = renderer;
/** /**
* @property {boolean} _loadComplete - Whether load complete loading or not. * @property {boolean} _loadComplete - Whether load complete loading or not.
* @private * @private
* @default * @default
*/ */
this._loadComplete = false; this._loadComplete = false;
/** /**
* @property {boolean} isBooted - Whether the game engine is booted, aka available. * @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default * @default
*/ */
this.isBooted = false; this.isBooted = false;
/** /**
* @property {boolean} id -Is game running or paused? * @property {boolean} id -Is game running or paused?
* @default * @default
*/ */
this.isRunning = false; this.isRunning = false;
/** /**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout * @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @default * @default
*/ */
this.raf = null; this.raf = null;
/** /**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory. * @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @default * @default
*/ */
this.add = null; this.add = null;
/** /**
* @property {Phaser.Cache} cache - Reference to the assets cache. * @property {Phaser.Cache} cache - Reference to the assets cache.
* @default * @default
*/ */
this.cache = null; this.cache = null;
/** /**
* @property {Phaser.Input} input - Reference to the input manager * @property {Phaser.Input} input - Reference to the input manager
* @default * @default
*/ */
this.input = null; this.input = null;
/** /**
* @property {Phaser.Loader} load - Reference to the assets loader. * @property {Phaser.Loader} load - Reference to the assets loader.
* @default * @default
*/ */
this.load = null; this.load = null;
/** /**
* @property {Phaser.GameMath} math - Reference to the math helper. * @property {Phaser.Math} math - Reference to the math helper.
* @default * @default
*/ */
this.math = null; this.math = null;
/** /**
* @property {Phaser.Net} net - Reference to the network class. * @property {Phaser.Net} net - Reference to the network class.
* @default * @default
*/ */
this.net = null; this.net = null;
/** /**
* @property {Phaser.SoundManager} sound - Reference to the sound manager. * @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default * @default
*/ */
this.sound = null; this.sound = null;
/** /**
* @property {Phaser.Stage} stage - Reference to the stage. * @property {Phaser.Stage} stage - Reference to the stage.
* @default * @default
*/ */
this.stage = null; this.stage = null;
/** /**
* @property {Phaser.TimeManager} time - Reference to game clock. * @property {Phaser.TimeManager} time - Reference to game clock.
* @default * @default
*/ */
this.time = null; this.time = null;
/** /**
* @property {Phaser.TweenManager} tweens - Reference to the tween manager. * @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default * @default
*/ */
this.tweens = null; this.tweens = null;
/** /**
* @property {Phaser.World} world - Reference to the world. * @property {Phaser.World} world - Reference to the world.
* @default * @default
*/ */
this.world = null; this.world = null;
/** /**
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager. * @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default * @default
*/ */
this.physics = null; this.physics = null;
/** /**
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper. * @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
* @default * @default
*/ */
this.rnd = null; this.rnd = null;
/** /**
* @property {Phaser.Device} device - Contains device information and capabilities. * @property {Phaser.Device} device - Contains device information and capabilities.
* @default * @default
*/ */
this.device = null; this.device = null;
/** /**
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera. * @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
* @default * @default
*/ */
this.camera = null; this.camera = null;
/** /**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view. * @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
* @default * @default
*/ */
this.canvas = null; 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. * @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
* @default * @default
*/ */
this.debug = null; this.context = null;
/** /**
* @property {Phaser.Particles} particles - The Particle Manager. * @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
* @default * @default
*/ */
this.particles = null; this.debug = null;
var _this = this; /**
* @property {Phaser.Particles} particles - The Particle Manager.
* @default
*/
this.particles = null;
var _this = this;
this._onBoot = function () { this._onBoot = function () {
return _this.boot(); return _this.boot();
} }
if (document.readyState === 'complete' || document.readyState === 'interactive') if (document.readyState === 'complete' || document.readyState === 'interactive')
{ {
window.setTimeout(this._onBoot, 0); window.setTimeout(this._onBoot, 0);
} }
else else
{ {
document.addEventListener('DOMContentLoaded', this._onBoot, false); document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false); window.addEventListener('load', this._onBoot, false);
} }
return this; return this;
}; };
Phaser.Game.prototype = { Phaser.Game.prototype = {
/** /**
* Initialize engine sub modules and start the game. * Initialize engine sub modules and start the game.
* *
* @method Phaser.Game#boot * @method Phaser.Game#boot
* @protected * @protected
*/ */
boot: function () { boot: function () {
if (this.isBooted) if (this.isBooted)
{ {
return; return;
} }
if (!document.body) if (!document.body)
{ {
window.setTimeout(this._onBoot, 20); window.setTimeout(this._onBoot, 20);
} }
else else
{ {
document.removeEventListener('DOMContentLoaded', this._onBoot); document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot); window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal; this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal; this.onResume = new Phaser.Signal();
this.isBooted = true; this.isBooted = true;
this.device = new Phaser.Device(); this.device = new Phaser.Device();
this.math = Phaser.Math; this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]); this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.stage = new Phaser.Stage(this, this.width, this.height); this.stage = new Phaser.Stage(this, this.width, this.height);
this.setUpRenderer(); this.setUpRenderer();
this.world = new Phaser.World(this); this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this); this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this); this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this); this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this); this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this); this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this); this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this); this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.Arcade(this); this.physics = new Phaser.Physics.Arcade(this);
this.particles = new Phaser.Particles(this); this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this); this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this); this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this); this.debug = new Phaser.Utils.Debug(this);
this.stage.boot(); this.stage.boot();
this.world.boot(); this.world.boot();
this.input.boot(); this.input.boot();
this.sound.boot(); this.sound.boot();
this.state.boot(); this.state.boot();
this.load.onLoadComplete.add(this.loadComplete, this); this.load.onLoadComplete.add(this.loadComplete, this);
this.showDebugHeader(); this.showDebugHeader();
this.isRunning = true; this.isRunning = true;
this._loadComplete = false; this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this); this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start(); this.raf.start();
} }
}, },
/** /**
* Displays a Phaser version debug header in the console. * Displays a Phaser version debug header in the console.
* *
* @method Phaser.Game#showDebugHeader * @method Phaser.Game#showDebugHeader
* @protected * @protected
*/ */
showDebugHeader: function () { showDebugHeader: function () {
var v = Phaser.DEV_VERSION; var v = Phaser.DEV_VERSION;
var r = 'Canvas'; var r = 'Canvas';
var a = 'HTML Audio'; var a = 'HTML Audio';
if (this.renderType == Phaser.WEBGL) if (this.renderType == Phaser.WEBGL)
{ {
r = 'WebGL'; r = 'WebGL';
} }
else if (this.renderType == Phaser.HEADLESS)
{
r = 'Headless';
}
if (this.device.webAudio) if (this.device.webAudio)
{ {
a = 'WebAudio'; a = 'WebAudio';
} }
if (this.device.chrome) if (this.device.chrome)
{ {
var args = [ var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ', '%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3', 'background: #00bff3',
'background: #0072bc', 'background: #0072bc',
'color: #ffffff; background: #003471', 'color: #ffffff; background: #003471',
'background: #0072bc', 'background: #0072bc',
'background: #00bff3' 'background: #00bff3'
]; ];
console.log.apply(console, args); console.log.apply(console, args);
} }
else else
{ {
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a); console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
} }
}, },
/** /**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not. * Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
* *
* @method Phaser.Game#setUpRenderer * @method Phaser.Game#setUpRenderer
* @protected * @protected
*/ */
setUpRenderer: function () { setUpRenderer: function () {
if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false)) if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
{ {
if (this.device.canvas) if (this.device.canvas)
{ {
this.renderType = Phaser.CANVAS; if (this.renderType === Phaser.AUTO)
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent); {
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias); this.renderType = Phaser.CANVAS;
this.canvas = this.renderer.view; }
this.context = this.renderer.context;
} this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
else Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
{ this.canvas = this.renderer.view;
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.'); this.context = this.renderer.context;
} }
} else
else {
{ throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
// 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); else
this.canvas = this.renderer.view; {
this.context = null; // 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.addToDOM(this.renderer.view, this.parent, true);
Phaser.Canvas.setTouchAction(this.renderer.view); Phaser.Canvas.setTouchAction(this.renderer.view);
}, },
/** /**
* Called when the load has finished, after preload was run. * Called when the load has finished, after preload was run.
* *
* @method Phaser.Game#loadComplete * @method Phaser.Game#loadComplete
@@ -790,54 +842,65 @@ Phaser.Game.prototype = {
}, },
/** /**
* The core game loop. * The core game loop.
* *
* @method Phaser.Game#update * @method Phaser.Game#update
* @protected * @protected
* @param {number} time - The current time as provided by RequestAnimationFrame. * @param {number} time - The current time as provided by RequestAnimationFrame.
*/ */
update: function (time) { update: function (time) {
this.time.update(time); this.time.update(time);
if (!this._paused) if (this._paused)
{ {
this.plugins.preUpdate(); this.renderer.render(this.stage._stage);
this.physics.preUpdate(); this.plugins.render();
this.state.render();
}
else
{
this.plugins.preUpdate();
this.physics.preUpdate();
this.stage.update(); this.stage.update();
this.input.update(); this.input.update();
this.tweens.update(); this.tweens.update();
this.sound.update(); this.sound.update();
this.world.update(); this.world.update();
this.particles.update(); this.particles.update();
this.state.update(); this.state.update();
this.plugins.update(); this.plugins.update();
this.world.postUpdate(); this.world.postUpdate();
this.plugins.postUpdate();
this.renderer.render(this.stage._stage); if (this.renderType !== Phaser.HEADLESS)
this.plugins.render(); {
this.state.render(); this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
this.plugins.postRender(); this.plugins.postRender();
} }
}, }
/** },
/**
* Nuke the entire game from orbit * Nuke the entire game from orbit
* *
* @method Phaser.Game#destroy * @method Phaser.Game#destroy
*/ */
destroy: function () { destroy: function () {
this.raf.stop(); this.raf.stop();
this.input.destroy(); this.input.destroy();
this.state.destroy(); this.state.destroy();
this.state = null; this.state = null;
this.cache = null; this.cache = null;
@@ -867,22 +930,22 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
set: function (value) { set: function (value) {
if (value === true) if (value === true)
{ {
if (this._paused == false) if (this._paused === false)
{ {
this._paused = true; this._paused = true;
this.onPause.dispatch(this); this.onPause.dispatch(this);
} }
} }
else else
{ {
if (this._paused) if (this._paused)
{ {
this._paused = false; this._paused = false;
this.onResume.dispatch(this); this.onResume.dispatch(this);
} }
} }
} }
@@ -912,7 +975,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+121 -42
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -393,14 +437,14 @@
Phaser.GameObjectFactory = function (game) { Phaser.GameObjectFactory = 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; this.game = game;
/** /**
* @property {Phaser.World} world - A reference to the game world. * @property {Phaser.World} world - A reference to the game world.
*/ */
this.world = this.game.world; this.world = this.game.world;
}; };
@@ -418,7 +462,7 @@ Phaser.GameObjectFactory.prototype = {
}, },
/** /**
* Create a new Sprite with specific position and sprite sheet key. * Create a new Sprite with specific position and sprite sheet key.
* *
* @method Phaser.GameObjectFactory#sprite * @method Phaser.GameObjectFactory#sprite
@@ -479,32 +523,33 @@ Phaser.GameObjectFactory.prototype = {
}, },
/** /**
* Creates a new instance of the Sound class. * Creates a new instance of the Sound class.
* *
* @method Phaser.GameObjectFactory#audio * @method Phaser.GameObjectFactory#audio
* @param {string} key - The Game.cache key of the sound that this object will use. * @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} volume - The volume at which the sound will be played. * @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} loop - Whether or not the sound will loop. * @param {boolean} [loop=false] - Whether or not the sound will loop.
* @return {Phaser.Sound} The newly created text object. * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
*/ * @return {Phaser.Sound} The newly created text object.
audio: function (key, volume, loop) { */
audio: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop); return this.game.sound.add(key, volume, loop, connect);
}, },
/** /**
* Creates a new &lt;code>TileSprite&lt;/code>. * Creates a new &lt;code>TileSprite&lt;/code>.
* *
* @method Phaser.GameObjectFactory#tileSprite * @method Phaser.GameObjectFactory#tileSprite
* @param {number} x - X position of the new tileSprite. * @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite. * @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite. * @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite. * @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. * @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {Phaser.TileSprite} The newly created tileSprite object. * @return {Phaser.TileSprite} The newly created tileSprite object.
*/ */
tileSprite: function (x, y, width, height, key, frame) { tileSprite: function (x, y, width, height, key, frame) {
return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame)); return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
@@ -512,15 +557,15 @@ Phaser.GameObjectFactory.prototype = {
}, },
/** /**
* Creates a new &lt;code>Text&lt;/code>. * Creates a new &lt;code>Text&lt;/code>.
* *
* @method Phaser.GameObjectFactory#text * @method Phaser.GameObjectFactory#text
* @param {number} x - X position of the new text object. * @param {number} x - X position of the new text object.
* @param {number} y - Y 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 {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc. * @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.Text} The newly created text object. * @return {Phaser.Text} The newly created text object.
*/ */
text: function (x, y, text, style) { text: function (x, y, text, style) {
return this.world.add(new Phaser.Text(this.game, x, y, text, style)); return this.world.add(new Phaser.Text(this.game, x, y, text, style));
@@ -548,13 +593,13 @@ Phaser.GameObjectFactory.prototype = {
}, },
/** /**
* Creates a new &lt;code>Graphics&lt;/code> object. * Creates a new &lt;code>Graphics&lt;/code> object.
* *
* @method Phaser.GameObjectFactory#graphics * @method Phaser.GameObjectFactory#graphics
* @param {number} x - X position of the new graphics object. * @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object. * @param {number} y - Y position of the new graphics object.
* @return {Phaser.Graphics} The newly created graphics object. * @return {Phaser.Graphics} The newly created graphics object.
*/ */
graphics: function (x, y) { graphics: function (x, y) {
return this.world.add(new Phaser.Graphics(this.game, x, y)); return this.world.add(new Phaser.Graphics(this.game, x, y));
@@ -653,6 +698,40 @@ Phaser.GameObjectFactory.prototype = {
return texture; return texture;
},
/**
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectFactory#bitmapData
* @param {number} [width=256] - The width of the BitmapData in pixels.
* @param {number} [height=256] - The height of the BitmapData in pixels.
* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
bitmapData: function (width, height) {
return new Phaser.BitmapData(this.game, width, height);
},
/**
* A WebGL shader/filter that can be applied to Sprites.
*
* @method Phaser.GameObjectFactory#filter
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
* @return {Phaser.Filter} The newly created Phaser.Filter object.
*/
filter: function (filter) {
var args = Array.prototype.splice.call(arguments, 1);
var filter = new Phaser.Filter[filter](this.game);
filter.init.apply(filter, args);
return filter;
} }
};</pre> };</pre>
@@ -676,7 +755,7 @@ Phaser.GameObjectFactory.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+67 -6
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -384,7 +428,7 @@
*/ */
/** /**
* Creates a new &lt;code>Graphics&lt;/code> object. * Creates a new `Graphics` object.
* *
* @class Phaser.Graphics * @class Phaser.Graphics
* @constructor * @constructor
@@ -400,19 +444,20 @@ Phaser.Graphics = function (game, x, y) {
PIXI.Graphics.call(this); PIXI.Graphics.call(this);
/** /**
* @property {Description} type - Description. * @property {number} type - The Phaser Object Type.
*/ */
this.type = Phaser.GRAPHICS; this.type = Phaser.GRAPHICS;
this.position.x = x;
this.position.y = y;
}; };
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype); Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics; Phaser.Graphics.prototype.constructor = Phaser.Graphics;
// Add our own custom methods
/** /**
* Description. * Destroy this Graphics instance.
* *
* @method Phaser.Sprite.prototype.destroy * @method Phaser.Sprite.prototype.destroy
*/ */
@@ -429,6 +474,22 @@ Phaser.Graphics.prototype.destroy = function() {
} }
/*
* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
*/
Phaser.Graphics.prototype.drawPolygon = function (poly) {
this.moveTo(poly.points[0].x, poly.points[0].y);
for (var i = 1; i &lt; poly.points.length; i += 1)
{
this.lineTo(poly.points[i].x, poly.points[i].y);
}
this.lineTo(poly.points[0].x, poly.points[0].y);
}
Object.defineProperty(Phaser.Graphics.prototype, 'angle', { Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
get: function() { get: function() {
@@ -485,7 +546,7 @@ Object.defineProperty(Phaser.Graphics.prototype, 'y', {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+1166 -991
View File
File diff suppressed because it is too large Load Diff
+108 -77
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -384,32 +428,32 @@
*/ */
/** /**
* Constructor for Phaser Input. * Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
* @class Phaser.Input * @class Phaser.Input
* @classdesc A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
* @constructor * @constructor
* @param {Phaser.Game} game - Current game instance. * @param {Phaser.Game} game - Current game instance.
*/ */
Phaser.Input = function (game) { Phaser.Input = 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; this.game = game;
/** /**
* @property {Description} hitCanvas - Description. * @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
* @default * @default
*/ */
this.hitCanvas = null; this.hitCanvas = null;
/** /**
* @property {Description} hitContext - Description. * @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
* @default * @default
*/ */
this.hitContext = null; this.hitContext = null;
}; };
/** /**
@@ -432,11 +476,6 @@ Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = { Phaser.Input.prototype = {
/**
* @property {Phaser.Game} game
*/
game: null,
/** /**
* How often should the input pointers be checked for updates? * How often should the input pointers be checked for updates?
* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on. * A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
@@ -446,31 +485,28 @@ Phaser.Input.prototype = {
pollRate: 0, pollRate: 0,
/** /**
* @property {number} _pollCounter - Description. * @property {number} _pollCounter - Internal var holding the current poll counter.
* @private * @private
* @default * @default
*/ */
_pollCounter: 0, _pollCounter: 0,
/** /**
* A vector object representing the previous position of the Pointer. * @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
* @property {Vec2} vector
* @private * @private
* @default * @default
*/ */
_oldPosition: null, _oldPosition: null,
/** /**
* X coordinate of the most recent Pointer event * @property {number} _x - x coordinate of the most recent Pointer event
* @property {number} _x
* @private * @private
* @default * @default
*/ */
_x: 0, _x: 0,
/** /**
* Y coordinate of the most recent Pointer event * @property {number} _y - Y coordinate of the most recent Pointer event
* @property {number} _y
* @private * @private
* @default * @default
*/ */
@@ -491,17 +527,14 @@ Phaser.Input.prototype = {
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE, multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/** /**
* A vector object representing the current position of the Pointer. * @property {Phaser.Point} position - A point object representing the current position of the Pointer.
* @property {Phaser.Point} position
* @default * @default
*/ */
position: null, position: null,
/** /**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games, * A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
* otherwise see the Pointer objects directly.
* @property {Phaser.Point} speed * @property {Phaser.Point} speed
* @default
*/ */
speed: null, speed: null,
@@ -509,7 +542,6 @@ Phaser.Input.prototype = {
* A Circle object centered on the x/y screen coordinates of the Input. * A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything. * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle * @property {Phaser.Circle} circle
* @default
*/ */
circle: null, circle: null,
@@ -517,7 +549,6 @@ Phaser.Input.prototype = {
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode. * The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1. * In an un-scaled game the values will be x: 1 and y: 1.
* @property {Phaser.Point} scale * @property {Phaser.Point} scale
* @default
*/ */
scale: null, scale: null,
@@ -646,7 +677,7 @@ Phaser.Input.prototype = {
/** /**
* A Pointer object * A Pointer object
* @property {Phaser.Pointer} pointer9 * @property {Phaser.Pointer} pointer9
*/ */
pointer9: null, pointer9: null,
/** /**
@@ -732,40 +763,40 @@ Phaser.Input.prototype = {
*/ */
interactiveItems: new Phaser.LinkedList(), interactiveItems: new Phaser.LinkedList(),
/** /**
* Starts the Input Manager running. * Starts the Input Manager running.
* @method Phaser.Input#boot * @method Phaser.Input#boot
* @protected * @protected
*/ */
boot: function () { boot: function () {
this.mousePointer = new Phaser.Pointer(this.game, 0); this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1); this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2); this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mouse = new Phaser.Mouse(this.game); this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game); this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game); this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game); this.mspointer = new Phaser.MSPointer(this.game);
this.onDown = new Phaser.Signal(); this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal(); this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal(); this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal(); this.onHold = new Phaser.Signal();
this.scale = new Phaser.Point(1, 1); this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point(); this.speed = new Phaser.Point();
this.position = new Phaser.Point(); this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point(); this._oldPosition = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44); this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer; this.activePointer = this.mousePointer;
this.currentPointers = 0; this.currentPointers = 0;
this.hitCanvas = document.createElement('canvas'); this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1; this.hitCanvas.width = 1;
this.hitCanvas.height = 1; this.hitCanvas.height = 1;
this.hitContext = this.hitCanvas.getContext('2d'); this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start(); this.mouse.start();
@@ -789,7 +820,7 @@ Phaser.Input.prototype = {
}, },
/** /**
* Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2. * Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
* If you need more then use this to create a new one, up to a maximum of 10. * If you need more then use this to create a new one, up to a maximum of 10.
* @method Phaser.Input#addPointer * @method Phaser.Input#addPointer
@@ -807,7 +838,7 @@ Phaser.Input.prototype = {
} }
} }
if (next == 0) if (next === 0)
{ {
console.warn("You can only have 10 Pointer objects"); console.warn("You can only have 10 Pointer objects");
return null; return null;
@@ -820,7 +851,7 @@ Phaser.Input.prototype = {
}, },
/** /**
* Updates the Input Manager. Called by the core Game loop. * Updates the Input Manager. Called by the core Game loop.
* @method Phaser.Input#update * @method Phaser.Input#update
* @protected * @protected
@@ -854,14 +885,14 @@ Phaser.Input.prototype = {
this._pollCounter = 0; this._pollCounter = 0;
}, },
/** /**
* Reset all of the Pointers and Input states * Reset all of the Pointers and Input states
* @method Phaser.Input#reset * @method Phaser.Input#reset
* @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will. * @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
*/ */
reset: function (hard) { reset: function (hard) {
if (this.game.isBooted == false) if (this.game.isBooted === false)
{ {
return; return;
} }
@@ -882,7 +913,7 @@ Phaser.Input.prototype = {
this.currentPointers = 0; this.currentPointers = 0;
this.game.stage.canvas.style.cursor = "default"; this.game.stage.canvas.style.cursor = "default";
if (hard == true) if (hard === true)
{ {
this.onDown.dispose(); this.onDown.dispose();
this.onUp.dispose(); this.onUp.dispose();
@@ -913,7 +944,7 @@ Phaser.Input.prototype = {
}, },
/** /**
* Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer. * Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
* @method Phaser.Input#startPointer * @method Phaser.Input#startPointer
* @param {Any} event - The event data from the Touch event. * @param {Any} event - The event data from the Touch event.
@@ -926,11 +957,11 @@ Phaser.Input.prototype = {
return null; return null;
} }
if (this.pointer1.active == false) if (this.pointer1.active === false)
{ {
return this.pointer1.start(event); return this.pointer1.start(event);
} }
else if (this.pointer2.active == false) else if (this.pointer2.active === false)
{ {
return this.pointer2.start(event); return this.pointer2.start(event);
} }
@@ -938,7 +969,7 @@ Phaser.Input.prototype = {
{ {
for (var i = 3; i &lt;= 10; i++) for (var i = 3; i &lt;= 10; i++)
{ {
if (this['pointer' + i] && this['pointer' + i].active == false) if (this['pointer' + i] && this['pointer' + i].active === false)
{ {
return this['pointer' + i].start(event); return this['pointer' + i].start(event);
} }
@@ -949,7 +980,7 @@ Phaser.Input.prototype = {
}, },
/** /**
* Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked. * Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
* @method Phaser.Input#updatePointer * @method Phaser.Input#updatePointer
* @param {Any} event - The event data from the Touch event. * @param {Any} event - The event data from the Touch event.
@@ -980,7 +1011,7 @@ Phaser.Input.prototype = {
}, },
/** /**
* Stops the matching Pointer object, passing in the event data. * Stops the matching Pointer object, passing in the event data.
* @method Phaser.Input#stopPointer * @method Phaser.Input#stopPointer
* @param {Any} event - The event data from the Touch event. * @param {Any} event - The event data from the Touch event.
@@ -1011,7 +1042,7 @@ Phaser.Input.prototype = {
}, },
/** /**
* Get the next Pointer object whos active property matches the given state * Get the next Pointer object whos active property matches the given state
* @method Phaser.Input#getPointer * @method Phaser.Input#getPointer
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active). * @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
@@ -1044,7 +1075,7 @@ Phaser.Input.prototype = {
}, },
/** /**
* Get the Pointer object whos identified property matches the given identifier value. * Get the Pointer object whos identified property matches the given identifier value.
* @method Phaser.Input#getPointerFromIdentifier * @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for. * @param {number} identifier - The Pointer.identifier value to search for.
@@ -1172,7 +1203,7 @@ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
Object.defineProperty(Phaser.Input.prototype, "worldX", { Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () { get: function () {
return this.game.camera.view.x + this.x; return this.game.camera.view.x + this.x;
} }
}); });
@@ -1185,7 +1216,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldX", {
Object.defineProperty(Phaser.Input.prototype, "worldY", { Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () { get: function () {
return this.game.camera.view.y + this.y; return this.game.camera.view.y + this.y;
} }
}); });
@@ -1210,7 +1241,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldY", {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+402 -326
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+46 -2
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -388,7 +432,7 @@
* *
* Phaser - http://www.phaser.io * Phaser - http://www.phaser.io
* *
* v1.1.2 - Released November 1st 2013. * v1.1.3 - Released November 28th 2013.
* *
* By Richard Davey http://www.photonstorm.com @photonstorm * By Richard Davey http://www.photonstorm.com @photonstorm
* *
@@ -427,7 +471,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+114 -70
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -392,87 +436,87 @@
*/ */
Phaser.Key = function (game, keycode) { Phaser.Key = function (game, keycode) {
/** /**
* @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; this.game = game;
/** /**
* @property {boolean} isDown - The "down" state of the key. * @property {boolean} isDown - The "down" state of the key.
* @default * @default
*/ */
this.isDown = false; this.isDown = false;
/** /**
* @property {boolean} isUp - The "up" state of the key. * @property {boolean} isUp - The "up" state of the key.
* @default * @default
*/ */
this.isUp = false; this.isUp = false;
/** /**
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key. * @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
* @default * @default
*/ */
this.altKey = false; this.altKey = false;
/** /**
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key. * @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
* @default * @default
*/ */
this.ctrlKey = false; this.ctrlKey = false;
/** /**
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key. * @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
* @default * @default
*/ */
this.shiftKey = false; this.shiftKey = false;
/** /**
* @property {number} timeDown - The timestamp when the key was last pressed down. * @property {number} timeDown - The timestamp when the key was last pressed down.
* @default * @default
*/ */
this.timeDown = 0; this.timeDown = 0;
/** /**
* If the key is down this value holds the duration of that key press and is constantly updated. * If the key is down this value holds the duration of that key press and is constantly updated.
* If the key is up it holds the duration of the previous down session. * If the key is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this key has been held down for. * @property {number} duration - The number of milliseconds this key has been held down for.
* @default * @default
*/ */
this.duration = 0; this.duration = 0;
/** /**
* @property {number} timeUp - The timestamp when the key was last released. * @property {number} timeUp - The timestamp when the key was last released.
* @default * @default
*/ */
this.timeUp = 0; this.timeUp = 0;
/** /**
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'. * @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
* @default * @default
*/ */
this.repeats = 0; this.repeats = 0;
/** /**
* @property {number} keyCode - The keycode of this key. * @property {number} keyCode - The keycode of this key.
*/ */
this.keyCode = keycode; this.keyCode = keycode;
/** /**
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again). * @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/ */
this.onDown = new Phaser.Signal(); this.onDown = new Phaser.Signal();
/** /**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again). * @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/ */
this.onUp = new Phaser.Signal(); this.onUp = new Phaser.Signal();
}; };
Phaser.Key.prototype = { Phaser.Key.prototype = {
/** /**
* Called automatically by Phaser.Keyboard. * Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyDown * @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event. * @param {KeyboardEvent} event.
@@ -503,7 +547,7 @@ Phaser.Key.prototype = {
}, },
/** /**
* Called automatically by Phaser.Keyboard. * Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyUp * @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event. * @param {KeyboardEvent} event.
@@ -519,8 +563,8 @@ Phaser.Key.prototype = {
}, },
/** /**
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms) * Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
* @method Phaser.Key#justPressed * @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed. * @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false. * @return {boolean} True if the key is just pressed otherwise false.
@@ -533,8 +577,8 @@ Phaser.Key.prototype = {
}, },
/** /**
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms) * Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
* @method Phaser.Key#justPressed * @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just released. * @param {number} [duration=250] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false. * @return {boolean} True if the key is just released otherwise false.
@@ -543,7 +587,7 @@ Phaser.Key.prototype = {
if (typeof duration === "undefined") { duration = 250; } if (typeof duration === "undefined") { duration = 250; }
return (this.isDown == false && (this.game.time.now - this.timeUp &lt; duration)); return (this.isDown === false && (this.game.time.now - this.timeUp &lt; duration));
} }
@@ -569,7 +613,7 @@ Phaser.Key.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+87 -44
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -384,36 +428,35 @@
*/ */
/** /**
* Phaser - Keyboard constructor. * The Keyboard class handles looking after keyboard input for your game. It will recognise and respond to key presses and dispatch the required events.
* *
* @class Phaser.Keyboard * @class Phaser.Keyboard
* @classdesc A Keyboard object Description.
* @constructor * @constructor
* @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Game} game - A reference to the currently running game.
*/ */
Phaser.Keyboard = function (game) { Phaser.Keyboard = function (game) {
/** /**
* @property {Phaser.Game} game - Local reference to game. * @property {Phaser.Game} game - Local reference to game.
*/ */
this.game = game; this.game = game;
/** /**
* @property {Description} _keys - Description. * @property {object} _keys - The object the key values are stored in.
* @private * @private
*/ */
this._keys = {}; this._keys = {};
/** /**
* @property {Description} _hotkeys - Description. * @property {object} _hotkeys - The object the hot keys are stored in.
* @private * @private
*/ */
this._hotkeys = {}; this._hotkeys = {};
/** /**
* @property {Description} _capture - Description. * @property {object} _capture - The object the key capture values are stored in.
* @private * @private
*/ */
this._capture = {}; this._capture = {};
/** /**
@@ -451,7 +494,7 @@ Phaser.Keyboard = function (game) {
* @property {function} onUpCallback - This callback is invoked every time a key is released. * @property {function} onUpCallback - This callback is invoked every time a key is released.
*/ */
this.onUpCallback = null; this.onUpCallback = null;
}; };
Phaser.Keyboard.prototype = { Phaser.Keyboard.prototype = {
@@ -513,10 +556,10 @@ Phaser.Keyboard.prototype = {
*/ */
createCursorKeys: function () { createCursorKeys: function () {
return { return {
up: this.addKey(Phaser.Keyboard.UP), up: this.addKey(Phaser.Keyboard.UP),
down: this.addKey(Phaser.Keyboard.DOWN), down: this.addKey(Phaser.Keyboard.DOWN),
left: this.addKey(Phaser.Keyboard.LEFT), left: this.addKey(Phaser.Keyboard.LEFT),
right: this.addKey(Phaser.Keyboard.RIGHT) right: this.addKey(Phaser.Keyboard.RIGHT)
} }
@@ -540,8 +583,8 @@ Phaser.Keyboard.prototype = {
return _this.processKeyUp(event); return _this.processKeyUp(event);
}; };
document.body.addEventListener('keydown', this._onKeyDown, false); window.addEventListener('keydown', this._onKeyDown, false);
document.body.addEventListener('keyup', this._onKeyUp, false); window.addEventListener('keyup', this._onKeyUp, false);
}, },
@@ -552,12 +595,12 @@ Phaser.Keyboard.prototype = {
*/ */
stop: function () { stop: function () {
document.body.removeEventListener('keydown', this._onKeyDown); window.removeEventListener('keydown', this._onKeyDown);
document.body.removeEventListener('keyup', this._onKeyUp); window.removeEventListener('keyup', this._onKeyUp);
}, },
/** /**
* By default when a key is pressed Phaser will not stop the event from propagating up to the browser. * By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
@@ -580,9 +623,9 @@ Phaser.Keyboard.prototype = {
} }
}, },
/** /**
* Removes an existing key capture. * Removes an existing key capture.
* @method Phaser.Keyboard#removeKeyCapture * @method Phaser.Keyboard#removeKeyCapture
* @param {number} keycode * @param {number} keycode
*/ */
removeKeyCapture: function (keycode) { removeKeyCapture: function (keycode) {
@@ -591,9 +634,9 @@ Phaser.Keyboard.prototype = {
}, },
/** /**
* Clear all set key captures. * Clear all set key captures.
* @method Phaser.Keyboard#clearCaptures * @method Phaser.Keyboard#clearCaptures
*/ */
clearCaptures: function () { clearCaptures: function () {
@@ -601,12 +644,12 @@ Phaser.Keyboard.prototype = {
}, },
/** /**
* Process the keydown event. * Process the keydown event.
* @method Phaser.Keyboard#processKeyDown * @method Phaser.Keyboard#processKeyDown
* @param {KeyboardEvent} event * @param {KeyboardEvent} event
* @protected * @protected
*/ */
processKeyDown: function (event) { processKeyDown: function (event) {
if (this.game.input.disabled || this.disabled) if (this.game.input.disabled || this.disabled)
@@ -657,9 +700,9 @@ Phaser.Keyboard.prototype = {
}, },
/** /**
* Process the keyup event. * Process the keyup event.
* @method Phaser.Keyboard#processKeyUp * @method Phaser.Keyboard#processKeyUp
* @param {KeyboardEvent} event * @param {KeyboardEvent} event
* @protected * @protected
*/ */
@@ -703,9 +746,9 @@ Phaser.Keyboard.prototype = {
}, },
/** /**
* Reset the "isDown" state of all keys. * Reset the "isDown" state of all keys.
* @method Phaser.Keyboard#reset * @method Phaser.Keyboard#reset
*/ */
reset: function () { reset: function () {
@@ -769,7 +812,7 @@ Phaser.Keyboard.prototype = {
return this._keys[keycode].isDown; return this._keys[keycode].isDown;
} }
return false; return false;
} }
@@ -894,7 +937,7 @@ Phaser.Keyboard.NUM_LOCK = 144;
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+130 -86
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -392,141 +436,141 @@
Phaser.LinkedList = function () { Phaser.LinkedList = function () {
/** /**
* @property {object} next - Next element in the list. * @property {object} next - Next element in the list.
* @default * @default
*/ */
this.next = null; this.next = null;
/** /**
* @property {object} prev - Previous element in the list. * @property {object} prev - Previous element in the list.
* @default * @default
*/ */
this.prev = null; this.prev = null;
/** /**
* @property {object} first - First element in the list. * @property {object} first - First element in the list.
* @default * @default
*/ */
this.first = null; this.first = null;
/** /**
* @property {object} last - Last element in the list. * @property {object} last - Last element in the list.
* @default * @default
*/ */
this.last = null; this.last = null;
/** /**
* @property {object} game - Number of elements in the list. * @property {object} game - Number of elements in the list.
* @default * @default
*/ */
this.total = 0; this.total = 0;
}; };
Phaser.LinkedList.prototype = { Phaser.LinkedList.prototype = {
/** /**
* Adds a new element to this linked list. * Adds a new element to this linked list.
* *
* @method Phaser.LinkedList#add * @method Phaser.LinkedList#add
* @param {object} child - The element to add to this list. Can be a Phaser.Sprite or any other object you need to quickly iterate through. * @param {object} child - The element to add to this list. Can be a Phaser.Sprite or any other object you need to quickly iterate through.
* @return {object} The child that was added. * @return {object} The child that was added.
*/ */
add: function (child) { add: function (child) {
// If the list is empty // If the list is empty
if (this.total == 0 && this.first == null && this.last == null) if (this.total === 0 && this.first == null && this.last == null)
{ {
this.first = child; this.first = child;
this.last = child; this.last = child;
this.next = child; this.next = child;
child.prev = this; child.prev = this;
this.total++; this.total++;
return child; return child;
} }
// Get gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list) // Get gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list)
this.last.next = child; this.last.next = child;
child.prev = this.last; child.prev = this.last;
this.last = child; this.last = child;
this.total++; this.total++;
return child; return child;
}, },
/** /**
* Removes the given element from this linked list if it exists. * Removes the given element from this linked list if it exists.
* *
* @method Phaser.LinkedList#remove * @method Phaser.LinkedList#remove
* @param {object} child - The child to be removed from the list. * @param {object} child - The child to be removed from the list.
*/ */
remove: function (child) { remove: function (child) {
if (child == this.first) if (child == this.first)
{ {
// It was 'first', make 'first' point to first.next // It was 'first', make 'first' point to first.next
this.first = this.first.next; this.first = this.first.next;
} }
else if (child == this.last) else if (child == this.last)
{ {
// It was 'last', make 'last' point to last.prev // It was 'last', make 'last' point to last.prev
this.last = this.last.prev; this.last = this.last.prev;
} }
if (child.prev) if (child.prev)
{ {
// make child.prev.next point to childs.next instead of child // make child.prev.next point to childs.next instead of child
child.prev.next = child.next; child.prev.next = child.next;
} }
if (child.next) if (child.next)
{ {
// make child.next.prev point to child.prev instead of child // make child.next.prev point to child.prev instead of child
child.next.prev = child.prev; child.next.prev = child.prev;
} }
child.next = child.prev = null; child.next = child.prev = null;
if (this.first == null ) if (this.first == null )
{ {
this.last = null; this.last = null;
} }
this.total--; this.total--;
}, },
/** /**
* Calls a function on all members of this list, using the member as the context for the callback. * Calls a function on all members of this list, using the member as the context for the callback.
* The function must exist on the member. * The function must exist on the member.
* *
* @method Phaser.LinkedList#callAll * @method Phaser.LinkedList#callAll
* @param {function} callback - The function to call. * @param {function} callback - The function to call.
*/ */
callAll: function (callback) { callAll: function (callback) {
if (!this.first || !this.last) if (!this.first || !this.last)
{ {
return; return;
} }
var entity = this.first; var entity = this.first;
do do
{ {
if (entity && entity[callback]) if (entity && entity[callback])
{ {
entity[callback].call(entity); entity[callback].call(entity);
} }
entity = entity.next; entity = entity.next;
} }
while(entity != this.last.next) while(entity != this.last.next)
} }
@@ -551,7 +595,7 @@ Phaser.LinkedList.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+1280 -1051
View File
File diff suppressed because it is too large Load Diff
+52 -8
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -389,14 +433,14 @@
* @class Phaser.LoaderParser * @class Phaser.LoaderParser
*/ */
Phaser.LoaderParser = { Phaser.LoaderParser = {
/** /**
* Parse frame data from an XML file. * Parse frame data from an XML file.
* @method Phaser.LoaderParser.bitmapFont * @method Phaser.LoaderParser.bitmapFont
* @param {object} xml - XML data you want to parse. * @param {object} xml - XML data you want to parse.
* @return {FrameData} Generated FrameData object. * @return {FrameData} Generated FrameData object.
*/ */
bitmapFont: function (game, xml, cacheKey) { bitmapFont: function (game, xml, cacheKey) {
// Malformed? // Malformed?
if (!xml.getElementsByTagName('font')) if (!xml.getElementsByTagName('font'))
@@ -429,8 +473,8 @@ Phaser.LoaderParser = {
height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10) height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10)
}; };
// Note: This means you can only have 1 BitmapFont loaded at once! // Note: This means you can only have 1 BitmapFont loaded at once!
// Need to replace this with our own handler soon. // Need to replace this with our own handler soon.
PIXI.TextureCache[charCode] = new PIXI.Texture(texture, textureRect); PIXI.TextureCache[charCode] = new PIXI.Texture(texture, textureRect);
data.chars[charCode] = { data.chars[charCode] = {
@@ -448,9 +492,9 @@ Phaser.LoaderParser = {
for (i = 0; i &lt; kernings.length; i++) for (i = 0; i &lt; kernings.length; i++)
{ {
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10); var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10); var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10); var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
data.chars[second].kerning[first] = amount; data.chars[second].kerning[first] = amount;
} }
@@ -480,7 +524,7 @@ Phaser.LoaderParser = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+78 -49
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -395,33 +439,15 @@
*/ */
Phaser.MSPointer = function (game) { Phaser.MSPointer = function (game) {
/** /**
* @property {Phaser.Game} game - Local reference to game. * @property {Phaser.Game} game - A reference to the currently running game.
*/ */
this.game = game; this.game = game;
/** /**
* @property {Phaser.Game} callbackContext - Description. * @property {Object} callbackContext - The context under which callbacks are called (defaults to game).
*/ */
this.callbackContext = this.game; this.callbackContext = this.game;
/**
* @property {Description} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {Description} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {Description} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/** /**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
@@ -430,26 +456,20 @@ Phaser.MSPointer = function (game) {
this.disabled = false; this.disabled = false;
/** /**
* Description. * @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
* @property {Description} _onMSPointerDown
* @private * @private
* @default
*/ */
this._onMSPointerDown = null; this._onMSPointerDown = null;
/** /**
* Description. * @property {function} _onMSPointerMove - Internal function to handle MSPointer events.
* @property {Description} _onMSPointerMove
* @private * @private
* @default
*/ */
this._onMSPointerMove = null; this._onMSPointerMove = null;
/** /**
* Description. * @property {function} _onMSPointerUp - Internal function to handle MSPointer events.
* @property {Description} _onMSPointerUp
* @private * @private
* @default
*/ */
this._onMSPointerUp = null; this._onMSPointerUp = null;
@@ -457,7 +477,7 @@ Phaser.MSPointer = function (game) {
Phaser.MSPointer.prototype = { Phaser.MSPointer.prototype = {
/** /**
* Starts the event listeners running. * Starts the event listeners running.
* @method Phaser.MSPointer#start * @method Phaser.MSPointer#start
*/ */
@@ -465,7 +485,7 @@ Phaser.MSPointer.prototype = {
var _this = this; var _this = this;
if (this.game.device.mspointer == true) if (this.game.device.mspointer === true)
{ {
this._onMSPointerDown = function (event) { this._onMSPointerDown = function (event) {
return _this.onPointerDown(event); return _this.onPointerDown(event);
@@ -483,6 +503,11 @@ Phaser.MSPointer.prototype = {
this.game.renderer.view.addEventListener('MSPointerMove', this._onMSPointerMove, false); this.game.renderer.view.addEventListener('MSPointerMove', this._onMSPointerMove, false);
this.game.renderer.view.addEventListener('MSPointerUp', this._onMSPointerUp, false); this.game.renderer.view.addEventListener('MSPointerUp', this._onMSPointerUp, false);
// IE11+ uses non-prefix events
this.game.renderer.view.addEventListener('pointerDown', this._onMSPointerDown, false);
this.game.renderer.view.addEventListener('pointerMove', this._onMSPointerMove, false);
this.game.renderer.view.addEventListener('pointerUp', this._onMSPointerUp, false);
this.game.renderer.view.style['-ms-content-zooming'] = 'none'; this.game.renderer.view.style['-ms-content-zooming'] = 'none';
this.game.renderer.view.style['-ms-touch-action'] = 'none'; this.game.renderer.view.style['-ms-touch-action'] = 'none';
@@ -491,10 +516,10 @@ Phaser.MSPointer.prototype = {
}, },
/** /**
* Description. * The function that handles the PointerDown event.
* @method Phaser.MSPointer#onPointerDown * @method Phaser.MSPointer#onPointerDown
* @param {Any} event * @param {PointerEvent} event
**/ */
onPointerDown: function (event) { onPointerDown: function (event) {
if (this.game.input.disabled || this.disabled) if (this.game.input.disabled || this.disabled)
@@ -510,10 +535,10 @@ Phaser.MSPointer.prototype = {
}, },
/** /**
* Description. * The function that handles the PointerMove event.
* @method Phaser.MSPointer#onPointerMove * @method Phaser.MSPointer#onPointerMove
* @param {Any} event * @param {PointerEvent } event
**/ */
onPointerMove: function (event) { onPointerMove: function (event) {
if (this.game.input.disabled || this.disabled) if (this.game.input.disabled || this.disabled)
@@ -529,10 +554,10 @@ Phaser.MSPointer.prototype = {
}, },
/** /**
* Description. * The function that handles the PointerUp event.
* @method Phaser.MSPointer#onPointerUp * @method Phaser.MSPointer#onPointerUp
* @param {Any} event * @param {PointerEvent} event
**/ */
onPointerUp: function (event) { onPointerUp: function (event) {
if (this.game.input.disabled || this.disabled) if (this.game.input.disabled || this.disabled)
@@ -547,7 +572,7 @@ Phaser.MSPointer.prototype = {
}, },
/** /**
* Stop the event listeners. * Stop the event listeners.
* @method Phaser.MSPointer#stop * @method Phaser.MSPointer#stop
*/ */
@@ -557,6 +582,10 @@ Phaser.MSPointer.prototype = {
this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove); this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp); this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
this.game.stage.canvas.removeEventListener('pointerDown', this._onMSPointerDown);
this.game.stage.canvas.removeEventListener('pointerMove', this._onMSPointerMove);
this.game.stage.canvas.removeEventListener('pointerUp', this._onMSPointerUp);
} }
};</pre> };</pre>
@@ -580,7 +609,7 @@ Phaser.MSPointer.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+477 -435
View File
File diff suppressed because it is too large Load Diff
+182 -74
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -384,59 +428,99 @@
*/ */
/** /**
* Phaser - Mouse constructor. * Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
* *
* @class Phaser.Mouse * @class Phaser.Mouse
* @classdesc The Mouse class
* @constructor * @constructor
* @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Game} game - A reference to the currently running game.
*/ */
Phaser.Mouse = function (game) { Phaser.Mouse = function (game) {
/** /**
* @property {Phaser.Game} game - Local reference to game. * @property {Phaser.Game} game - A reference to the currently running game.
*/ */
this.game = game; this.game = game;
/** /**
* @property {Object} callbackContext - Description. * @property {Object} callbackContext - The context under which callbacks are called.
*/ */
this.callbackContext = this.game; this.callbackContext = this.game;
/**
* @property {Description} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {Description} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {Description} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/** /**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
* @property {boolean} disabled */
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
/**
* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
*/
this.capture = false;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
/**
* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @default * @default
*/ */
this.disabled = false; this.disabled = false;
/** /**
* If the mouse has been Pointer Locked successfully this will be set to true. * @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
* @property {boolean} locked
* @default * @default
*/ */
this.locked = false; this.locked = false;
/**
* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
* @default
*/
this.pointerLock = new Phaser.Signal();
/**
* @property {MouseEvent} event - The browser mouse event.
*/
this.event = null;
/**
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown = null;
/**
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove = null;
/**
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp = null;
}; };
/**
* @constant
* @type {number}
*/
Phaser.Mouse.NO_BUTTON = -1;
/** /**
* @constant * @constant
* @type {number} * @type {number}
@@ -457,7 +541,7 @@ Phaser.Mouse.RIGHT_BUTTON = 2;
Phaser.Mouse.prototype = { Phaser.Mouse.prototype = {
/** /**
* Starts the event listeners running. * Starts the event listeners running.
* @method Phaser.Mouse#start * @method Phaser.Mouse#start
*/ */
@@ -465,7 +549,7 @@ Phaser.Mouse.prototype = {
var _this = this; var _this = this;
if (this.game.device.android && this.game.device.chrome == false) if (this.game.device.android && this.game.device.chrome === false)
{ {
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ... // Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return; return;
@@ -483,20 +567,27 @@ Phaser.Mouse.prototype = {
return _this.onMouseUp(event); return _this.onMouseUp(event);
}; };
this.game.renderer.view.addEventListener('mousedown', this._onMouseDown, true); document.addEventListener('mousedown', this._onMouseDown, true);
this.game.renderer.view.addEventListener('mousemove', this._onMouseMove, true); document.addEventListener('mousemove', this._onMouseMove, true);
this.game.renderer.view.addEventListener('mouseup', this._onMouseUp, true); document.addEventListener('mouseup', this._onMouseUp, true);
}, },
/** /**
* Description. * The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown * @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/ */
onMouseDown: function (event) { onMouseDown: function (event) {
event.preventDefault(); this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.button = event.which;
if (this.mouseDownCallback) if (this.mouseDownCallback)
{ {
@@ -514,14 +605,19 @@ Phaser.Mouse.prototype = {
}, },
/** /**
* Description * The internal method that handles the mouse move event from the browser.
* @method Phaser.Mouse#onMouseMove * @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/ */
onMouseMove: function (event) { onMouseMove: function (event) {
event.preventDefault(); this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseMoveCallback) if (this.mouseMoveCallback)
{ {
@@ -539,14 +635,21 @@ Phaser.Mouse.prototype = {
}, },
/** /**
* Description. * The internal method that handles the mouse up event from the browser.
* @method Phaser.Mouse#onMouseUp * @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/ */
onMouseUp: function (event) { onMouseUp: function (event) {
event.preventDefault(); this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.button = Phaser.Mouse.NO_BUTTON;
if (this.mouseUpCallback) if (this.mouseUpCallback)
{ {
@@ -565,8 +668,10 @@ Phaser.Mouse.prototype = {
}, },
/** /**
* Description. * If the browser supports it you can request that the pointer be locked to the browser window.
* @method Phaser.Mouse#requestPointerLock * This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
* @method Phaser.Mouse#requestPointerLock
*/ */
requestPointerLock: function () { requestPointerLock: function () {
@@ -584,17 +689,17 @@ Phaser.Mouse.prototype = {
return _this.pointerLockChange(event); return _this.pointerLockChange(event);
}; };
document.addEventListener('pointerlockchange', this._pointerLockChange, false); document.addEventListener('pointerlockchange', this._pointerLockChange, true);
document.addEventListener('mozpointerlockchange', this._pointerLockChange, false); document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.addEventListener('webkitpointerlockchange', this._pointerLockChange, false); document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);
} }
}, },
/** /**
* Description. * Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange * @method Phaser.Mouse#pointerLockChange
* @param {MouseEvent} event * @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
*/ */
pointerLockChange: function (event) { pointerLockChange: function (event) {
@@ -604,18 +709,20 @@ Phaser.Mouse.prototype = {
{ {
// Pointer was successfully locked // Pointer was successfully locked
this.locked = true; this.locked = true;
this.pointerLock.dispatch(true, event);
} }
else else
{ {
// Pointer was unlocked // Pointer was unlocked
this.locked = false; this.locked = false;
this.pointerLock.dispatch(false, event);
} }
}, },
/** /**
* Description. * Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock * @method Phaser.Mouse#releasePointerLock
*/ */
releasePointerLock: function () { releasePointerLock: function () {
@@ -623,25 +730,26 @@ Phaser.Mouse.prototype = {
document.exitPointerLock(); document.exitPointerLock();
document.removeEventListener('pointerlockchange', this._pointerLockChange); document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this._pointerLockChange); document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange); document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
}, },
/** /**
* Stop the event listeners. * Stop the event listeners.
* @method Phaser.Mouse#stop * @method Phaser.Mouse#stop
*/ */
stop: function () { stop: function () {
this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown); document.removeEventListener('mousedown', this._onMouseDown, true);
this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove); document.removeEventListener('mousemove', this._onMouseMove, true);
this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp); document.removeEventListener('mouseup', this._onMouseUp, true);
} }
};</pre> };
</pre>
</article> </article>
</section> </section>
@@ -662,7 +770,7 @@ Phaser.Mouse.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+168 -128
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -384,165 +428,161 @@
*/ */
/** /**
* Description of Phaser.Net * Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.
* *
* @class Phaser.Net * @class Phaser.Net
* @constructor * @constructor
* @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Game} game - A reference to the currently running game.
*/ */
Phaser.Net = function (game) { Phaser.Net = function (game) {
this.game = game; this.game = game;
}; };
Phaser.Net.prototype = { Phaser.Net.prototype = {
/** /**
* Returns the hostname given by the browser. * Returns the hostname given by the browser.
* *
* @method Phaser.Net#getHostName * @method Phaser.Net#getHostName
* @return {string} * @return {string}
*/ */
getHostName: function () { getHostName: function () {
if (window.location && window.location.hostname) { if (window.location && window.location.hostname) {
return window.location.hostname; return window.location.hostname;
} }
return null; return null;
}, },
/** /**
* Compares the given domain name against the hostname of the browser containing the game. * Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true. * If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc. * You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start. * Do not include 'http://' at the start.
* *
* @method Phaser.Net#checkDomainName * @method Phaser.Net#checkDomainName
* @param {string} domain * @param {string} domain
* @return {boolean} * @return {boolean} true if the given domain fragment can be found in the window.location.hostname
*/ */
checkDomainName: function (domain) { checkDomainName: function (domain) {
return window.location.hostname.indexOf(domain) !== -1; return window.location.hostname.indexOf(domain) !== -1;
}, },
/** /**
* Updates a value on the Query String and returns it in full. * Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set. * If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string. * If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string. * Optionally you can redirect to the new url, or just return it as a string.
* *
* @method Phaser.Net#updateQueryString * @method Phaser.Net#updateQueryString
* @param {string} key - The querystring key to update. * @param {string} key - The querystring key to update.
* @param {string} value - The new value to be set. If it already exists it will be replaced. * @param {string} value - The new value to be set. If it already exists it will be replaced.
* @param {boolean} redirect - If true the browser will issue a redirect to the url with the new querystring. * @param {boolean} redirect - If true the browser will issue a redirect to the url with the new querystring.
* @param {string} url - The URL to modify. If none is given it uses window.location.href. * @param {string} url - The URL to modify. If none is given it uses window.location.href.
* @return {string} If redirect is false then the modified url and query string is returned. * @return {string} If redirect is false then the modified url and query string is returned.
*/ */
updateQueryString: function (key, value, redirect, url) { updateQueryString: function (key, value, redirect, url) {
if (typeof redirect === "undefined") { redirect = false; } if (typeof redirect === "undefined") { redirect = false; }
if (typeof url === "undefined") { url = ''; } if (typeof url === "undefined" || url === '') { url = window.location.href; }
if (url == '') { var output = '';
url = window.location.href; var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
}
if (re.test(url))
{
if (typeof value !== 'undefined' && value !== null)
{
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
}
else
{
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
}
else
{
if (typeof value !== 'undefined' && value !== null)
{
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
var output = ''; if (hash[1]) {
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi"); url += '#' + hash[1];
}
if (re.test(url))
{
if (typeof value !== 'undefined' && value !== null)
{
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
}
else
{
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
}
else
{
if (typeof value !== 'undefined' && value !== null)
{
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
if (hash[1]) { output = url;
url += '#' + hash[1];
}
output = url; }
else
{
output = url;
}
}
} if (redirect)
else {
{ window.location.href = output;
output = url; }
} else
} {
return output;
}
if (redirect) },
{
window.location.href = output;
}
else
{
return output;
}
}, /**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#getQueryString
* @param {string} [parameter=''] - If specified this will return just the value for that key.
* @return {string|object} An object containing the key value pairs found in the query string or just the value if a parameter was given.
*/
getQueryString: function (parameter) {
/** if (typeof parameter === "undefined") { parameter = ''; }
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#getQueryString
* @param {string} [parameter=''] - If specified this will return just the value for that key.
* @return {string|object} An object containing the key value pairs found in the query string or just the value if a parameter was given.
*/
getQueryString: function (parameter) {
if (typeof parameter === "undefined") { parameter = ''; } var output = {};
var keyValues = location.search.substring(1).split('&');
var output = {}; for (var i in keyValues) {
var keyValues = location.search.substring(1).split('&');
for (var i in keyValues) { var key = keyValues[i].split('=');
var key = keyValues[i].split('='); if (key.length > 1)
{
if (parameter && parameter == this.decodeURI(key[0]))
{
return this.decodeURI(key[1]);
}
else
{
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
if (key.length > 1) return output;
{
if (parameter && parameter == this.decodeURI(key[0]))
{
return this.decodeURI(key[1]);
}
else
{
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
return output; },
}, /**
* Returns the Query String as an object.
/** * If you specify a parameter it will return just the value of that parameter, should it exist.
* Returns the Query String as an object. *
* If you specify a parameter it will return just the value of that parameter, should it exist. * @method Phaser.Net#decodeURI
* * @param {string} value - The URI component to be decoded.
* @method Phaser.Net#decodeURI * @return {string} The decoded value.
* @param {string} value - The URI component to be decoded. */
* @return {string} The decoded value. decodeURI: function (value) {
*/ return decodeURIComponent(value.replace(/\+/g, " "));
decodeURI: function (value) { }
return decodeURIComponent(value.replace(/\+/g, " "));
}
}; };
</pre> </pre>
@@ -566,7 +606,7 @@ Phaser.Net.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+91 -42
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -393,62 +437,67 @@
*/ */
Phaser.Particles = function (game) { Phaser.Particles = function (game) {
/** /**
* @property {Description} emitters - Description. * @property {Phaser.Game} game - A reference to the currently running Game.
*/ */
this.emitters = {}; this.game = game;
/** /**
* @property {number} ID - Description. * @property {object} emitters - Internal emitters store.
* @default */
*/ this.emitters = {};
this.ID = 0;
/**
* @property {number} ID -
* @default
*/
this.ID = 0;
}; };
Phaser.Particles.prototype = { Phaser.Particles.prototype = {
/** /**
* Adds a new Particle Emitter to the Particle Manager. * Adds a new Particle Emitter to the Particle Manager.
* @method Phaser.Particles#add * @method Phaser.Particles#add
* @param {Phaser.Emitter} emitter - Description. * @param {Phaser.Emitter} emitter - The emitter to be added to the particle manager.
* @return {Phaser.Emitter} The emitter that was added. * @return {Phaser.Emitter} The emitter that was added.
*/ */
add: function (emitter) { add: function (emitter) {
this.emitters[emitter.name] = emitter; this.emitters[emitter.name] = emitter;
return emitter; return emitter;
}, },
/** /**
* Removes an existing Particle Emitter from the Particle Manager. * Removes an existing Particle Emitter from the Particle Manager.
* @method Phaser.Particles#remove * @method Phaser.Particles#remove
* @param {Phaser.Emitter} emitter - The emitter to remove. * @param {Phaser.Emitter} emitter - The emitter to remove.
*/ */
remove: function (emitter) { remove: function (emitter) {
delete this.emitters[emitter.name]; delete this.emitters[emitter.name];
}, },
/** /**
* Called by the core game loop. Updates all Emitters who have their exists value set to true. * Called by the core game loop. Updates all Emitters who have their exists value set to true.
* @method Phaser.Particles#update * @method Phaser.Particles#update
* @protected * @protected
*/ */
update: function () { update: function () {
for (var key in this.emitters) for (var key in this.emitters)
{ {
if (this.emitters[key].exists) if (this.emitters[key].exists)
{ {
this.emitters[key].update(); this.emitters[key].update();
} }
} }
} }
};</pre> };</pre>
</article> </article>
@@ -471,7 +520,7 @@ Phaser.Particles.prototype = {
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+51 -7
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -958,7 +1002,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-373">line 373</a> <a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-377">line 377</a>
</li></ul></dd> </li></ul></dd>
@@ -1060,7 +1104,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-360">line 360</a> <a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-364">line 364</a>
</li></ul></dd> </li></ul></dd>
@@ -1885,7 +1929,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-326">line 326</a> <a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-330">line 330</a>
</li></ul></dd> </li></ul></dd>
@@ -2165,7 +2209,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-406">line 406</a> <a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-410">line 410</a>
</li></ul></dd> </li></ul></dd>
@@ -2234,7 +2278,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-283">line 283</a> <a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-287">line 287</a>
</li></ul></dd> </li></ul></dd>
@@ -2303,7 +2347,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-300">line 300</a> <a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-304">line 304</a>
</li></ul></dd> </li></ul></dd>
@@ -2871,7 +2915,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+196 -8
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -718,7 +762,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-347">line 347</a> <a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-368">line 368</a>
</li></ul></dd> </li></ul></dd>
@@ -820,7 +864,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-293">line 293</a> <a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd> </li></ul></dd>
@@ -922,7 +966,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-376">line 376</a> <a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-397">line 397</a>
</li></ul></dd> </li></ul></dd>
@@ -1024,7 +1068,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-306">line 306</a> <a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-327">line 327</a>
</li></ul></dd> </li></ul></dd>
@@ -1333,7 +1377,7 @@ Any Game Object such as Phaser.Sprite that supports animation contains a single
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-327">line 327</a> <a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-348">line 348</a>
</li></ul></dd> </li></ul></dd>
@@ -1919,7 +1963,7 @@ Animations added in this way are played back with the play function.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-276">line 276</a> <a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-297">line 297</a>
</li></ul></dd> </li></ul></dd>
@@ -1942,6 +1986,150 @@ Animations added in this way are played back with the play function.</p>
</dd>
<dt>
<h4 class="name" id="getAnimation"><span class="type-signature"></span>getAnimation<span class="signature">(name)</span><span class="type-signature"> &rarr; {<a href="Phaser.Animation.html">Phaser.Animation</a>|boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns an animation that was previously added by name.</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>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The name of the animation to be returned, e.g. &quot;fire&quot;.</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-264">line 264</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The Animation instance, if found, otherwise false.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.Animation.html">Phaser.Animation</a></span>
|
<span class="param-type">boolean</span>
</dd>
</dl>
</dd> </dd>
@@ -2263,7 +2451,7 @@ If the requested animation is already playing this request will be ignored. If y
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-264">line 264</a> <a href="AnimationManager.js.html">animation/AnimationManager.js</a>, <a href="AnimationManager.js.html#sunlight-1-line-285">line 285</a>
</li></ul></dd> </li></ul></dd>
@@ -2780,7 +2968,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+45 -1
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -1364,7 +1408,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
File diff suppressed because it is too large Load Diff
+496 -26
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -383,7 +427,9 @@
BitmapText BitmapText
</h2> </h2>
<div class="class-description"><p>Phaser.BitmapText</p></div> <div class="class-description"><p>BitmapText objects work by taking a texture file and an XML file that describes the font layout.</p>
<p>On Windows you can use the free app BMFont: <a href="http://www.angelcode.com/products/bmfont/">http://www.angelcode.com/products/bmfont/</a></p>
<p>On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphdesigner">http://www.71squared.com/en/glyphdesigner</a></p></div>
</header> </header>
@@ -402,9 +448,7 @@
<div class="description"> <div class="description">
<p>Creates a new <code>BitmapText</code> object. BitmapText work by taking a texture file and an XML file that describes the font layout. <p>Creates a new BitmapText object.</p>
On Windows you can use the free app BMFont: <a href="http://www.angelcode.com/products/bmfont/">http://www.angelcode.com/products/bmfont/</a>
On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphdesigner">http://www.71squared.com/en/glyphdesigner</a></p>
</div> </div>
@@ -578,7 +622,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-20">line 20</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-25">line 25</a>
</li></ul></dd> </li></ul></dd>
@@ -709,7 +753,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-38">line 38</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-47">line 47</a>
</li></ul></dd> </li></ul></dd>
@@ -733,6 +777,13 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
</dt> </dt>
<dd> <dd>
<div class="description">
<p>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</p>
</div>
@@ -782,7 +833,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The anchor around which rotation and scaling takes place.</p></td>
</tr> </tr>
@@ -811,7 +862,115 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-78">line 78</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-86">line 86</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<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>angle</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Gets or sets the angle of rotation in degrees.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-187">line 187</a>
</li></ul></dd> </li></ul></dd>
@@ -916,7 +1075,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-32">line 32</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-41">line 41</a>
</li></ul></dd> </li></ul></dd>
@@ -1018,7 +1177,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-55">line 55</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-35">line 35</a>
</li></ul></dd> </li></ul></dd>
@@ -1081,7 +1240,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="type"> <td class="type">
<span class="param-type">Description</span> <span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
@@ -1091,7 +1250,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The parent Group of this BitmapText.</p></td>
</tr> </tr>
@@ -1116,14 +1275,11 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<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> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-44">line 44</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-52">line 52</a>
</li></ul></dd> </li></ul></dd>
@@ -1196,7 +1352,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The user defined name given to this BitmapText.</p></td>
</tr> </tr>
@@ -1225,7 +1381,109 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-50">line 50</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-58">line 58</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="renderable"><span class="type-signature"></span>renderable<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>renderable</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>A renderable object will be rendered to the context each frame.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-126">line 126</a>
</li></ul></dd> </li></ul></dd>
@@ -1298,7 +1556,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td> <td class="description last"><p>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 &quot;half the size&quot;, 2 means &quot;twice the size&quot;, etc.</p></td>
</tr> </tr>
@@ -1327,7 +1585,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-83">line 83</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-91">line 91</a>
</li></ul></dd> </li></ul></dd>
@@ -1345,7 +1603,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt> <dt>
<h4 class="name" id="type"><span class="type-signature"></span>type<span class="type-signature"></span></h4> <h4 class="name" id="type"><span class="type-signature">&lt;readonly> </span>type<span class="type-signature"></span></h4>
</dt> </dt>
@@ -1390,7 +1648,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="type"> <td class="type">
<span class="param-type">Description</span> <span class="param-type">number</span>
@@ -1400,7 +1658,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The const type of this object.</p></td>
</tr> </tr>
@@ -1429,7 +1687,219 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-62">line 62</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-64">line 64</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="x"><span class="type-signature"></span>x<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The x coordinate of this object in world space.</p>
</div>
<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>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x coordinate of this object in world space.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-206">line 206</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="y"><span class="type-signature"></span>y<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The y coordinate of this object in world space.</p>
</div>
<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>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The y coordinate of this object in world space.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-223">line 223</a>
</li></ul></dd> </li></ul></dd>
@@ -1494,7 +1964,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-120">line 120</a> <a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-133">line 133</a>
</li></ul></dd> </li></ul></dd>
@@ -1545,7 +2015,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+187 -36
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -383,7 +427,14 @@
Button Button
</h2> </h2>
<div class="class-description"><p>Phaser.Button</p></div> <div class="class-description"><p>Create a new <code>Button</code> object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:</p>
<ul>
<li>'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.</li>
<li>'Out' - when the Pointer that was previously over the Button moves out of it.</li>
<li>'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.</li>
<li>'Up' - when the Pointer that was pressed down on the Button is released again.</li>
</ul>
<p>You can set a unique texture frame and Sound for any of these states.</p></div>
</header> </header>
@@ -401,15 +452,6 @@
<dd> <dd>
<div class="description">
<p>Create a new <code>Button</code> object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
'Out' - when the Pointer that was previously over the Button moves out of it.
'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
'Up' - when the Pointer that was pressed down on the Button is released again.
You can set a unique texture frame and Sound for any of these states.</p>
</div>
@@ -772,7 +814,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-28">line 28</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-31">line 31</a>
</li></ul></dd> </li></ul></dd>
@@ -815,6 +857,115 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dl> <dl>
<dt>
<h4 class="name" id="forceOut"><span class="type-signature"></span>forceOut<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>When the Button is clicked you can optionally force the state to &quot;out&quot;.</p>
</div>
<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>forceOut</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"></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="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd>
</dl>
</dd>
<dt> <dt>
<h4 class="name" id="freezeFrames"><span class="type-signature"></span>freezeFrames<span class="type-signature"></span></h4> <h4 class="name" id="freezeFrames"><span class="type-signature"></span>freezeFrames<span class="type-signature"></span></h4>
@@ -900,7 +1051,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-170">line 170</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-173">line 173</a>
</li></ul></dd> </li></ul></dd>
@@ -1005,7 +1156,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-115">line 115</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-118">line 118</a>
</li></ul></dd> </li></ul></dd>
@@ -1107,7 +1258,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-139">line 139</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-142">line 142</a>
</li></ul></dd> </li></ul></dd>
@@ -1209,7 +1360,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-160">line 160</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-163">line 163</a>
</li></ul></dd> </li></ul></dd>
@@ -1311,7 +1462,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-155">line 155</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-158">line 158</a>
</li></ul></dd> </li></ul></dd>
@@ -1413,7 +1564,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-150">line 150</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-153">line 153</a>
</li></ul></dd> </li></ul></dd>
@@ -1515,7 +1666,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-165">line 165</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-168">line 168</a>
</li></ul></dd> </li></ul></dd>
@@ -1620,7 +1771,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-109">line 109</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-112">line 112</a>
</li></ul></dd> </li></ul></dd>
@@ -1722,7 +1873,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-133">line 133</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-136">line 136</a>
</li></ul></dd> </li></ul></dd>
@@ -1827,7 +1978,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-103">line 103</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-106">line 106</a>
</li></ul></dd> </li></ul></dd>
@@ -1929,7 +2080,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-127">line 127</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-130">line 130</a>
</li></ul></dd> </li></ul></dd>
@@ -2034,7 +2185,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-121">line 121</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-124">line 124</a>
</li></ul></dd> </li></ul></dd>
@@ -2136,7 +2287,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-145">line 145</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-148">line 148</a>
</li></ul></dd> </li></ul></dd>
@@ -2238,7 +2389,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-41">line 41</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-44">line 44</a>
</li></ul></dd> </li></ul></dd>
@@ -2352,7 +2503,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-394">line 394</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-404">line 404</a>
</li></ul></dd> </li></ul></dd>
@@ -2470,7 +2621,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-426">line 426</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-436">line 436</a>
</li></ul></dd> </li></ul></dd>
@@ -2588,7 +2739,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-458">line 458</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-468">line 468</a>
</li></ul></dd> </li></ul></dd>
@@ -2706,7 +2857,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-490">line 490</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-500">line 500</a>
</li></ul></dd> </li></ul></dd>
@@ -2867,7 +3018,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-370">line 370</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-380">line 380</a>
</li></ul></dd> </li></ul></dd>
@@ -3073,7 +3224,7 @@ exactly like setting them in the constructor.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-193">line 193</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-203">line 203</a>
</li></ul></dd> </li></ul></dd>
@@ -3234,7 +3385,7 @@ exactly like setting them in the constructor.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-322">line 322</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-332">line 332</a>
</li></ul></dd> </li></ul></dd>
@@ -3395,7 +3546,7 @@ exactly like setting them in the constructor.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-298">line 298</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-308">line 308</a>
</li></ul></dd> </li></ul></dd>
@@ -3758,7 +3909,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-274">line 274</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-284">line 284</a>
</li></ul></dd> </li></ul></dd>
@@ -3919,7 +4070,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-346">line 346</a> <a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-356">line 356</a>
</li></ul></dd> </li></ul></dd>
@@ -3970,7 +4121,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+469 -51
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -686,7 +730,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<td class="description last"><p>Description.</p></td> <td class="description last"><p>This event is dispatched when the sound system is unlocked via a touch event on cellular devices.</p></td>
</tr> </tr>
@@ -715,7 +759,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-70">line 70</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-77">line 77</a>
</li></ul></dd> </li></ul></dd>
@@ -738,6 +782,170 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dl> <dl>
<dt>
<h4 class="name" id="addBitmapData"><span class="type-signature"></span>addBitmapData<span class="signature">(key, bitmapData)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Add a BitmapData object in to the cache.</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>key</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>Asset key for this BitmapData.</p></td>
</tr>
<tr>
<td class="name"><code>bitmapData</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</td>
<td class="description last"><p>The BitmapData object to be addded to the cache.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-96">line 96</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The BitmapData object to be addded to the cache.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</dd>
</dl>
</dd>
<dt> <dt>
<h4 class="name" id="addBitmapFont"><span class="type-signature"></span>addBitmapFont<span class="signature">(key, url, data, xmlData)</span><span class="type-signature"></span></h4> <h4 class="name" id="addBitmapFont"><span class="type-signature"></span>addBitmapFont<span class="signature">(key, url, data, xmlData)</span><span class="type-signature"></span></h4>
@@ -898,7 +1106,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-199">line 199</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-221">line 221</a>
</li></ul></dd> </li></ul></dd>
@@ -1062,7 +1270,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-76">line 76</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-83">line 83</a>
</li></ul></dd> </li></ul></dd>
@@ -1098,7 +1306,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<div class="description"> <div class="description">
<p>Adds a default image to be used when a key is wrong / missing. Is mapped to the key __default.</p> <p>Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default.</p>
</div> </div>
@@ -1131,7 +1339,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-220">line 220</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-242">line 242</a>
</li></ul></dd> </li></ul></dd>
@@ -1295,7 +1503,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-255">line 255</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-295">line 295</a>
</li></ul></dd> </li></ul></dd>
@@ -1323,7 +1531,76 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt> <dt>
<h4 class="name" id="addRenderTexture"><span class="type-signature"></span>addRenderTexture<span class="signature">(key, textue)</span><span class="type-signature"></span></h4> <h4 class="name" id="addMissingImage"><span class="type-signature"></span>addMissingImage<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Adds an image to be used when a key is wrong / missing. Is mapped to the key __missing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-260">line 260</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="addRenderTexture"><span class="type-signature"></span>addRenderTexture<span class="signature">(key, texture)</span><span class="type-signature"></span></h4>
</dt> </dt>
@@ -1388,7 +1665,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<tr> <tr>
<td class="name"><code>textue</code></td> <td class="name"><code>texture</code></td>
<td class="type"> <td class="type">
@@ -1436,7 +1713,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-89">line 89</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-111">line 111</a>
</li></ul></dd> </li></ul></dd>
@@ -1646,7 +1923,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-274">line 274</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd> </li></ul></dd>
@@ -1879,7 +2156,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-104">line 104</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-126">line 126</a>
</li></ul></dd> </li></ul></dd>
@@ -2043,7 +2320,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-238">line 238</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-278">line 278</a>
</li></ul></dd> </li></ul></dd>
@@ -2253,7 +2530,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-167">line 167</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-189">line 189</a>
</li></ul></dd> </li></ul></dd>
@@ -2440,7 +2717,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-150">line 150</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-172">line 172</a>
</li></ul></dd> </li></ul></dd>
@@ -2827,7 +3104,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-126">line 126</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-148">line 148</a>
</li></ul></dd> </li></ul></dd>
@@ -2945,7 +3222,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-383">line 383</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-441">line 441</a>
</li></ul></dd> </li></ul></dd>
@@ -3109,7 +3386,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-351">line 351</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-390">line 390</a>
</li></ul></dd> </li></ul></dd>
@@ -3178,7 +3455,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-769">line 769</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-828">line 828</a>
</li></ul></dd> </li></ul></dd>
@@ -3201,6 +3478,147 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
</dd>
<dt>
<h4 class="name" id="getBitmapData"><span class="type-signature"></span>getBitmapData<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get a BitmapData object from the cache by its key.</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>key</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>Asset key of the BitmapData object you want.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-423">line 423</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The requested BitmapData object if found, or null if not.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</dd>
</dl>
</dd> </dd>
@@ -3214,7 +3632,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<div class="description"> <div class="description">
<p>Get acanvas object from the cache by its key.</p> <p>Get a canvas object from the cache by its key.</p>
</div> </div>
@@ -3296,7 +3714,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-366">line 366</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-405">line 405</a>
</li></ul></dd> </li></ul></dd>
@@ -3437,7 +3855,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-522">line 522</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-581">line 581</a>
</li></ul></dd> </li></ul></dd>
@@ -3578,7 +3996,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-488">line 488</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-547">line 547</a>
</li></ul></dd> </li></ul></dd>
@@ -3719,7 +4137,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-505">line 505</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-564">line 564</a>
</li></ul></dd> </li></ul></dd>
@@ -3860,7 +4278,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-471">line 471</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-530">line 530</a>
</li></ul></dd> </li></ul></dd>
@@ -4001,7 +4419,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-401">line 401</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-459">line 459</a>
</li></ul></dd> </li></ul></dd>
@@ -4093,7 +4511,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-699">line 699</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-758">line 758</a>
</li></ul></dd> </li></ul></dd>
@@ -4235,7 +4653,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-675">line 675</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-734">line 734</a>
</li></ul></dd> </li></ul></dd>
@@ -4376,7 +4794,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-574">line 574</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-633">line 633</a>
</li></ul></dd> </li></ul></dd>
@@ -4517,7 +4935,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-592">line 592</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-651">line 651</a>
</li></ul></dd> </li></ul></dd>
@@ -4609,7 +5027,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-709">line 709</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-768">line 768</a>
</li></ul></dd> </li></ul></dd>
@@ -4750,7 +5168,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-657">line 657</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-716">line 716</a>
</li></ul></dd> </li></ul></dd>
@@ -4842,7 +5260,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-719">line 719</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-778">line 778</a>
</li></ul></dd> </li></ul></dd>
@@ -4983,7 +5401,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-556">line 556</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-615">line 615</a>
</li></ul></dd> </li></ul></dd>
@@ -5124,7 +5542,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-539">line 539</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-598">line 598</a>
</li></ul></dd> </li></ul></dd>
@@ -5265,7 +5683,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-454">line 454</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-513">line 513</a>
</li></ul></dd> </li></ul></dd>
@@ -5316,7 +5734,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt> <dt>
<h4 class="name" id="getTileset"><span class="type-signature"></span>getTileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {Phaser.Tileset}</span></h4> <h4 class="name" id="getTileset"><span class="type-signature"></span>getTileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.Tileset.html">Phaser.Tileset</a>}</span></h4>
</dt> </dt>
@@ -5406,7 +5824,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-436">line 436</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-495">line 495</a>
</li></ul></dd> </li></ul></dd>
@@ -5442,7 +5860,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
</dt> </dt>
<dd> <dd>
<span class="param-type">Phaser.Tileset</span> <span class="param-type"><a href="Phaser.Tileset.html">Phaser.Tileset</a></span>
</dd> </dd>
@@ -5547,7 +5965,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-418">line 418</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-477">line 477</a>
</li></ul></dd> </li></ul></dd>
@@ -5688,7 +6106,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-610">line 610</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-669">line 669</a>
</li></ul></dd> </li></ul></dd>
@@ -5829,7 +6247,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-626">line 626</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-685">line 685</a>
</li></ul></dd> </li></ul></dd>
@@ -5970,7 +6388,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-639">line 639</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-698">line 698</a>
</li></ul></dd> </li></ul></dd>
@@ -6111,7 +6529,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-301">line 301</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-340">line 340</a>
</li></ul></dd> </li></ul></dd>
@@ -6229,7 +6647,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-322">line 322</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-361">line 361</a>
</li></ul></dd> </li></ul></dd>
@@ -6347,7 +6765,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-729">line 729</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-788">line 788</a>
</li></ul></dd> </li></ul></dd>
@@ -6465,7 +6883,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-739">line 739</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-798">line 798</a>
</li></ul></dd> </li></ul></dd>
@@ -6583,7 +7001,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-749">line 749</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-808">line 808</a>
</li></ul></dd> </li></ul></dd>
@@ -6701,7 +7119,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-759">line 759</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-818">line 818</a>
</li></ul></dd> </li></ul></dd>
@@ -6819,7 +7237,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-337">line 337</a> <a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-376">line 376</a>
</li></ul></dd> </li></ul></dd>
@@ -6870,7 +7288,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+55 -11
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -1386,7 +1430,7 @@ at all then set this to null. The values can be anything and are in World coordi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-385">line 385</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-388">line 388</a>
</li></ul></dd> </li></ul></dd>
@@ -2018,7 +2062,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-368">line 368</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-371">line 371</a>
</li></ul></dd> </li></ul></dd>
@@ -2226,7 +2270,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-322">line 322</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-325">line 325</a>
</li></ul></dd> </li></ul></dd>
@@ -2332,7 +2376,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-345">line 345</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-348">line 348</a>
</li></ul></dd> </li></ul></dd>
@@ -2397,7 +2441,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-248">line 248</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-251">line 251</a>
</li></ul></dd> </li></ul></dd>
@@ -2515,7 +2559,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-159">line 159</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-162">line 162</a>
</li></ul></dd> </li></ul></dd>
@@ -2656,7 +2700,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-170">line 170</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-173">line 173</a>
</li></ul></dd> </li></ul></dd>
@@ -2959,7 +3003,7 @@ without having to use game.camera.x and game.camera.y.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-286">line 286</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-289">line 289</a>
</li></ul></dd> </li></ul></dd>
@@ -3100,7 +3144,7 @@ without having to use game.camera.x and game.camera.y.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-306">line 306</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-309">line 309</a>
</li></ul></dd> </li></ul></dd>
@@ -3169,7 +3213,7 @@ without having to use game.camera.x and game.camera.y.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-182">line 182</a> <a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd> </li></ul></dd>
@@ -3220,7 +3264,7 @@ without having to use game.camera.x and game.camera.y.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+52 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -552,6 +596,9 @@ If no parent is given it will be added as a child of the document.body.</p>
<span class="param-type">string</span> <span class="param-type">string</span>
|
<span class="param-type">HTMLElement</span>
@@ -1433,7 +1480,7 @@ Note that if this doesn't given the desired result then see the CanvasUtils.setS
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-239">line 239</a> <a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-245">line 245</a>
</li></ul></dd> </li></ul></dd>
@@ -1575,7 +1622,7 @@ Note that if this doesn't given the desired result then see the setSmoothingEnab
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-220">line 220</a> <a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-226">line 226</a>
</li></ul></dd> </li></ul></dd>
@@ -1743,7 +1790,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-196">line 196</a> <a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-202">line 202</a>
</li></ul></dd> </li></ul></dd>
@@ -2206,7 +2253,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-175">line 175</a> <a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-181">line 181</a>
</li></ul></dd> </li></ul></dd>
@@ -2464,7 +2511,7 @@ patchy on earlier browsers, especially on mobile.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:09 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+50 -6
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -1831,7 +1875,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-410">line 410</a> <a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-415">line 415</a>
</li></ul></dd> </li></ul></dd>
@@ -2018,7 +2062,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-363">line 363</a> <a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-368">line 368</a>
</li></ul></dd> </li></ul></dd>
@@ -2182,7 +2226,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-387">line 387</a> <a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-392">line 392</a>
</li></ul></dd> </li></ul></dd>
@@ -2347,7 +2391,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-398">line 398</a> <a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-403">line 403</a>
</li></ul></dd> </li></ul></dd>
@@ -2511,7 +2555,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-435">line 435</a> <a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-440">line 440</a>
</li></ul></dd> </li></ul></dd>
@@ -4244,7 +4288,7 @@ This method checks the radius distances between the two Circle objects to see if
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+89 -45
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-120">line 120</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-127">line 127</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-277">line 277</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-291">line 291</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-288">line 288</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-303">line 303</a>
</li></ul></dd> </li></ul></dd>
@@ -992,7 +1036,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-321">line 321</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-339">line 339</a>
</li></ul></dd> </li></ul></dd>
@@ -1179,7 +1223,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-28">line 28</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-29">line 29</a>
</li></ul></dd> </li></ul></dd>
@@ -1531,7 +1575,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-64">line 64</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-68">line 68</a>
</li></ul></dd> </li></ul></dd>
@@ -1672,7 +1716,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-310">line 310</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-327">line 327</a>
</li></ul></dd> </li></ul></dd>
@@ -1731,9 +1775,9 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="description"> <div class="description">
<p>Returns a random color value between black and white</p> <p>Returns a random color value between black and white
<p>&lt;p&gt;Set the min value to start each channel from the given offset.&lt;/p&gt; Set the min value to start each channel from the given offset.
&lt;p&gt;Set the max value to restrict the maximum color used per channel&lt;/p&gt;</p> Set the max value to restrict the maximum color used per channel.</p>
</div> </div>
@@ -1861,7 +1905,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-206">line 206</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-217">line 217</a>
</li></ul></dd> </li></ul></dd>
@@ -2002,7 +2046,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-299">line 299</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-315">line 315</a>
</li></ul></dd> </li></ul></dd>
@@ -2062,7 +2106,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="description"> <div class="description">
<p>Return the component parts of a color as an Object with the properties alpha, red, green, blue</p> <p>Return the component parts of a color as an Object with the properties alpha, red, green, blue</p>
<p>&lt;p&gt;Alpha will only be set if it exist in the given color (0xAARRGGBB)&lt;/p&gt;</p> <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
</div> </div>
@@ -2144,7 +2188,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-240">line 240</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-252">line 252</a>
</li></ul></dd> </li></ul></dd>
@@ -2285,7 +2329,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-260">line 260</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-273">line 273</a>
</li></ul></dd> </li></ul></dd>
@@ -2336,7 +2380,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt> <dt>
<h4 class="name" id="hexToRGB"><span class="type-signature">&lt;static> </span>hexToRGB<span class="signature">(h)</span><span class="type-signature"> &rarr; {object}</span></h4> <h4 class="name" id="hexToRGB"><span class="type-signature">&lt;static> </span>hexToRGB<span class="signature">(h)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt> </dt>
@@ -2344,7 +2388,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="description"> <div class="description">
<p>Converts the given hex string into an object containing the RGB values.</p> <p>Converts the given hex string into an integer color value.</p>
</div> </div>
@@ -2426,7 +2470,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-41">line 41</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-43">line 43</a>
</li></ul></dd> </li></ul></dd>
@@ -2451,7 +2495,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="param-desc"> <div class="param-desc">
<p>An object with 3 properties: r,g and b.</p> <p>The rgb color value.</p>
</div> </div>
@@ -2462,7 +2506,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
</dt> </dt>
<dd> <dd>
<span class="param-type">object</span> <span class="param-type">number</span>
</dd> </dd>
@@ -2535,7 +2579,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The first color value.</p></td>
</tr> </tr>
@@ -2558,7 +2602,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The second color value.</p></td>
</tr> </tr>
@@ -2581,7 +2625,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The number of steps to run the interpolation over.</p></td>
</tr> </tr>
@@ -2604,7 +2648,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.</p></td>
</tr> </tr>
@@ -2627,7 +2671,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The alpha of the returned color.</p></td>
</tr> </tr>
@@ -2659,7 +2703,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-137">line 137</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd> </li></ul></dd>
@@ -2768,7 +2812,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The first color value.</p></td>
</tr> </tr>
@@ -2791,7 +2835,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The red color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -2814,7 +2858,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The green color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -2837,7 +2881,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The blue color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -2860,7 +2904,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The number of steps to run the interpolation over.</p></td>
</tr> </tr>
@@ -2883,7 +2927,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.</p></td>
</tr> </tr>
@@ -2915,7 +2959,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-161">line 161</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-170">line 170</a>
</li></ul></dd> </li></ul></dd>
@@ -3024,7 +3068,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The red color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -3047,7 +3091,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The green color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -3070,7 +3114,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The blue color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -3093,7 +3137,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The red color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -3116,7 +3160,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The green color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -3139,7 +3183,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The blue color value, between 0 and 0xFF (255).</p></td>
</tr> </tr>
@@ -3162,7 +3206,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The number of steps to run the interpolation over.</p></td>
</tr> </tr>
@@ -3185,7 +3229,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.</p></td>
</tr> </tr>
@@ -3217,7 +3261,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-183">line 183</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-193">line 193</a>
</li></ul></dd> </li></ul></dd>
@@ -3358,7 +3402,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-90">line 90</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-95">line 95</a>
</li></ul></dd> </li></ul></dd>
@@ -3499,7 +3543,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-105">line 105</a> <a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-111">line 111</a>
</li></ul></dd> </li></ul></dd>
@@ -3573,7 +3617,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+514 -50
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -566,7 +610,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-41">line 41</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-47">line 47</a>
</li></ul></dd> </li></ul></dd>
@@ -639,7 +683,7 @@
<td class="description last"><p>Is running in arora?</p></td> <td class="description last"><p>Set to true if running in Arora.</p></td>
</tr> </tr>
@@ -671,7 +715,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-135">line 135</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-147">line 147</a>
</li></ul></dd> </li></ul></dd>
@@ -776,7 +820,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-198">line 198</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-215">line 215</a>
</li></ul></dd> </li></ul></dd>
@@ -881,7 +925,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-73">line 73</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-79">line 79</a>
</li></ul></dd> </li></ul></dd>
@@ -954,7 +998,7 @@
<td class="description last"><p>Is running in chrome?</p></td> <td class="description last"><p>Set to true if running in Chrome.</p></td>
</tr> </tr>
@@ -986,7 +1030,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-141">line 141</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-153">line 153</a>
</li></ul></dd> </li></ul></dd>
@@ -1091,7 +1135,112 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-47">line 47</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-53">line 53</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cocoonJS"><span class="type-signature"></span>cocoonJS<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>cocoonJS</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Is the game running under CocoonJS?</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-41">line 41</a>
</li></ul></dd> </li></ul></dd>
@@ -1196,7 +1345,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-121">line 121</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-127">line 127</a>
</li></ul></dd> </li></ul></dd>
@@ -1374,7 +1523,7 @@
<td class="description last"><p>Is running in epiphany?</p></td> <td class="description last"><p>Set to true if running in Epiphany.</p></td>
</tr> </tr>
@@ -1406,7 +1555,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-147">line 147</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-159">line 159</a>
</li></ul></dd> </li></ul></dd>
@@ -1511,7 +1660,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-79">line 79</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-85">line 85</a>
</li></ul></dd> </li></ul></dd>
@@ -1616,7 +1765,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-85">line 85</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-91">line 91</a>
</li></ul></dd> </li></ul></dd>
@@ -1689,7 +1838,7 @@
<td class="description last"><p>Is running in firefox?</p></td> <td class="description last"><p>Set to true if running in Firefox.</p></td>
</tr> </tr>
@@ -1721,7 +1870,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-153">line 153</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-165">line 165</a>
</li></ul></dd> </li></ul></dd>
@@ -1794,7 +1943,7 @@
<td class="description last"><p>Is running in ie?</p></td> <td class="description last"><p>Set to true if running in Internet Explorer.</p></td>
</tr> </tr>
@@ -1826,7 +1975,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-159">line 159</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-171">line 171</a>
</li></ul></dd> </li></ul></dd>
@@ -1899,7 +2048,7 @@
<td class="description last"><p>Version of ie?</p></td> <td class="description last"><p>If running in Internet Explorer this will contain the major version number.</p></td>
</tr> </tr>
@@ -1931,7 +2080,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-165">line 165</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-177">line 177</a>
</li></ul></dd> </li></ul></dd>
@@ -2141,7 +2290,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-260">line 260</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-278">line 278</a>
</li></ul></dd> </li></ul></dd>
@@ -2246,7 +2395,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-248">line 248</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-266">line 266</a>
</li></ul></dd> </li></ul></dd>
@@ -2351,7 +2500,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-254">line 254</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-272">line 272</a>
</li></ul></dd> </li></ul></dd>
@@ -2456,7 +2605,112 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-53">line 53</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-59">line 59</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="littleEndian"><span class="type-signature"></span>littleEndian<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>littleEndian</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Is the device big or little endian? (only detected if the browser supports TypedArrays)</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-290">line 290</a>
</li></ul></dd> </li></ul></dd>
@@ -2561,7 +2815,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-91">line 91</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-97">line 97</a>
</li></ul></dd> </li></ul></dd>
@@ -2670,7 +2924,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-234">line 234</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-252">line 252</a>
</li></ul></dd> </li></ul></dd>
@@ -2775,7 +3029,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-59">line 59</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-65">line 65</a>
</li></ul></dd> </li></ul></dd>
@@ -2848,7 +3102,7 @@
<td class="description last"><p>Is running in midori?</p></td> <td class="description last"><p>Set to true if running in Midori.</p></td>
</tr> </tr>
@@ -2880,7 +3134,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-177">line 177</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-189">line 189</a>
</li></ul></dd> </li></ul></dd>
@@ -2953,7 +3207,7 @@
<td class="description last"><p>Is running in mobileSafari?</p></td> <td class="description last"><p>Set to true if running in Mobile Safari.</p></td>
</tr> </tr>
@@ -2985,7 +3239,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-171">line 171</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-183">line 183</a>
</li></ul></dd> </li></ul></dd>
@@ -3090,7 +3344,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-222">line 222</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-239">line 239</a>
</li></ul></dd> </li></ul></dd>
@@ -3195,7 +3449,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-115">line 115</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-121">line 121</a>
</li></ul></dd> </li></ul></dd>
@@ -3300,7 +3554,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-210">line 210</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-227">line 227</a>
</li></ul></dd> </li></ul></dd>
@@ -3373,7 +3627,7 @@
<td class="description last"><p>Is running in opera?</p></td> <td class="description last"><p>Set to true if running in Opera.</p></td>
</tr> </tr>
@@ -3405,7 +3659,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-183">line 183</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-195">line 195</a>
</li></ul></dd> </li></ul></dd>
@@ -3510,7 +3764,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-216">line 216</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-233">line 233</a>
</li></ul></dd> </li></ul></dd>
@@ -3724,7 +3978,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-266">line 266</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-284">line 284</a>
</li></ul></dd> </li></ul></dd>
@@ -3829,7 +4083,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-127">line 127</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-133">line 133</a>
</li></ul></dd> </li></ul></dd>
@@ -3902,7 +4156,7 @@
<td class="description last"><p>Is running in safari?</p></td> <td class="description last"><p>Set to true if running in Safari.</p></td>
</tr> </tr>
@@ -3934,7 +4188,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-189">line 189</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-201">line 201</a>
</li></ul></dd> </li></ul></dd>
@@ -4039,7 +4293,112 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-109">line 109</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-115">line 115</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="typedArray"><span class="type-signature"></span>typedArray<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>typedArray</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Does the browser support TypedArrays?</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-139">line 139</a>
</li></ul></dd> </li></ul></dd>
@@ -4144,7 +4503,112 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-228">line 228</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-245">line 245</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="webApp"><span class="type-signature"></span>webApp<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>webApp</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true if running as a WebApp, i.e. within a WebView</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-207">line 207</a>
</li></ul></dd> </li></ul></dd>
@@ -4249,7 +4713,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-204">line 204</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-221">line 221</a>
</li></ul></dd> </li></ul></dd>
@@ -4354,7 +4818,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-97">line 97</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-103">line 103</a>
</li></ul></dd> </li></ul></dd>
@@ -4459,7 +4923,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-240">line 240</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-258">line 258</a>
</li></ul></dd> </li></ul></dd>
@@ -4564,7 +5028,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-65">line 65</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-71">line 71</a>
</li></ul></dd> </li></ul></dd>
@@ -4669,7 +5133,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-103">line 103</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-109">line 109</a>
</li></ul></dd> </li></ul></dd>
@@ -4783,7 +5247,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-481">line 481</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-520">line 520</a>
</li></ul></dd> </li></ul></dd>
@@ -4875,7 +5339,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-514">line 514</a> <a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-553">line 553</a>
</li></ul></dd> </li></ul></dd>
@@ -4949,7 +5413,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-444">line 444</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-446">line 446</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-451">line 451</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-453">line 453</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-479">line 479</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-481">line 481</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-465">line 465</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-467">line 467</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-496">line 496</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-498">line 498</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-503">line 503</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-505">line 505</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-547">line 547</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-516">line 516</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-518">line 518</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-333">line 333</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-338">line 338</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-340">line 340</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-364">line 364</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-366">line 366</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-351">line 351</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-353">line 353</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-85">line 85</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-87">line 87</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-92">line 92</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-94">line 94</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-118">line 118</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-120">line 120</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-105">line 105</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-107">line 107</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-380">line 380</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-382">line 382</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-387">line 387</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-389">line 389</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-423">line 423</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-425">line 425</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-405">line 405</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-407">line 407</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-282">line 282</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-287">line 287</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-289">line 289</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-313">line 313</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-315">line 315</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-300">line 300</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-302">line 302</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+47 -3
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-16">line 16</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-23">line 23</a>
</li></ul></dd> </li></ul></dd>
@@ -643,7 +687,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-36">line 36</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-38">line 38</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-43">line 43</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-45">line 45</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-69">line 69</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-71">line 71</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-56">line 56</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-58">line 58</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-134">line 134</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-136">line 136</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-143">line 143</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-167">line 167</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-169">line 169</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-154">line 154</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-156">line 156</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-183">line 183</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-190">line 190</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-192">line 192</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-216">line 216</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-218">line 218</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-203">line 203</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-205">line 205</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+49 -5
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-232">line 232</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-234">line 234</a>
</li></ul></dd> </li></ul></dd>
@@ -569,7 +613,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-239">line 239</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-241">line 241</a>
</li></ul></dd> </li></ul></dd>
@@ -710,7 +754,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-265">line 265</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-267">line 267</a>
</li></ul></dd> </li></ul></dd>
@@ -851,7 +895,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-254">line 254</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+46 -2
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -433,7 +477,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-3">line 3</a> <a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-5">line 5</a>
</li></ul></dd> </li></ul></dd>
@@ -535,7 +579,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:10 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+51 -7
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -383,7 +427,11 @@
Events Events
</h2> </h2>
<div class="class-description"><p>Phaser.Events</p></div> <div class="class-description"><p>The Events component is a collection of events fired by the parent game object.</p>
<p>For example to tell when a Sprite has been added to a new group:</p>
<p><code>sprite.events.onAddedToGroup.add(yourFunction, this);</code></p>
<p>Where <code>yourFunction</code> is the function you want called when this event occurs.</p>
<p>Note that the Input related events only exist if the Sprite has had <code>inputEnabled</code> set to <code>true</code>.</p></div>
</header> </header>
@@ -401,10 +449,6 @@
<dd> <dd>
<div class="description">
<p>The Events component is a collection of events fired by the parent game object and its components.</p>
</div>
@@ -484,7 +528,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Events.js.html">gameobjects/Events.js</a>, <a href="Events.js.html#sunlight-1-line-16">line 16</a> <a href="Events.js.html">gameobjects/Events.js</a>, <a href="Events.js.html#sunlight-1-line-24">line 24</a>
</li></ul></dd> </li></ul></dd>
@@ -549,7 +593,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
File diff suppressed because it is too large Load Diff
+45 -1
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -2910,7 +2954,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+45 -1
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -1857,7 +1901,7 @@ The frames are returned in the output array, or if none is provided in a new Arr
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+52 -8
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -554,7 +598,7 @@ providing quick access to common functions and handling the boot process.
</td> </td>
<td class="description last"><p>Which renderer to use (canvas or webgl)</p></td> <td class="description last"><p>Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).</p></td>
</tr> </tr>
@@ -2292,7 +2336,7 @@ providing quick access to common functions and handling the boot process.
<td class="type"> <td class="type">
<span class="param-type">Phaser.GameMath</span> <span class="param-type"><a href="Phaser.Math.html">Phaser.Math</a></span>
@@ -2753,7 +2797,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-477">line 477</a> <a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-496">line 496</a>
</li></ul></dd> </li></ul></dd>
@@ -4240,7 +4284,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-450">line 450</a> <a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-469">line 469</a>
</li></ul></dd> </li></ul></dd>
@@ -4309,7 +4353,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-400">line 400</a> <a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-408">line 408</a>
</li></ul></dd> </li></ul></dd>
@@ -4378,7 +4422,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-363">line 363</a> <a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-367">line 367</a>
</li></ul></dd> </li></ul></dd>
@@ -4565,7 +4609,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-414">line 414</a> <a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-422">line 422</a>
</li></ul></dd> </li></ul></dd>
@@ -4616,7 +4660,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+513 -18
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -738,7 +782,7 @@
<dl> <dl>
<dt> <dt>
<h4 class="name" id="audio"><span class="type-signature"></span>audio<span class="signature">(key, volume, loop)</span><span class="type-signature"> &rarr; {<a href="Phaser.Sound.html">Phaser.Sound</a>}</span></h4> <h4 class="name" id="audio"><span class="type-signature"></span>audio<span class="signature">(key, <span class="optional">volume</span>, <span class="optional">loop</span>, <span class="optional">connect</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Sound.html">Phaser.Sound</a>}</span></h4>
</dt> </dt>
@@ -768,8 +812,12 @@
<th>Type</th> <th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th> <th class="last">Description</th>
</tr> </tr>
@@ -793,7 +841,19 @@
</td> </td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td> <td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td>
@@ -816,7 +876,23 @@
</td> </td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The volume at which the sound will be played.</p></td> <td class="description last"><p>The volume at which the sound will be played.</p></td>
@@ -839,13 +915,68 @@
</td> </td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Whether or not the sound will loop.</p></td> <td class="description last"><p>Whether or not the sound will loop.</p></td>
</tr> </tr>
<tr>
<td class="name"><code>connect</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.</p></td>
</tr>
</tbody> </tbody>
</table> </table>
@@ -920,6 +1051,206 @@
</dd>
<dt>
<h4 class="name" id="bitmapData"><span class="type-signature"></span>bitmapData<span class="signature">(<span class="optional">width</span>, <span class="optional">height</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
256
</td>
<td class="description last"><p>The width of the BitmapData in pixels.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
256
</td>
<td class="description last"><p>The height of the BitmapData in pixels.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The newly created BitmapData object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</dd>
</dl>
</dd> </dd>
@@ -1086,7 +1417,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-202">line 202</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-203">line 203</a>
</li></ul></dd> </li></ul></dd>
@@ -1479,7 +1810,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-151">line 151</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd> </li></ul></dd>
@@ -2005,7 +2336,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-185">line 185</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-186">line 186</a>
</li></ul></dd> </li></ul></dd>
@@ -2192,6 +2523,170 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dd>
<dt>
<h4 class="name" id="filter"><span class="type-signature"></span>filter<span class="signature">(filter)</span><span class="type-signature"> &rarr; {<a href="Phaser.Filter.html">Phaser.Filter</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>A WebGL shader/filter that can be applied to Sprites.</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>filter</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The name of the filter you wish to create, for example HueRotate or SineWave.</p></td>
</tr>
<tr>
<td class="name"><code></code></td>
<td class="type">
<span class="param-type">any</span>
</td>
<td class="description last"><p>Whatever parameters are needed to be passed to the filter init function.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-294">line 294</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The newly created Phaser.Filter object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.Filter.html">Phaser.Filter</a></span>
</dd>
</dl>
</dd> </dd>
@@ -2310,7 +2805,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-171">line 171</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-172">line 172</a>
</li></ul></dd> </li></ul></dd>
@@ -2693,7 +3188,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-260">line 260</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-261">line 261</a>
</li></ul></dd> </li></ul></dd>
@@ -3158,7 +3653,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-135">line 135</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-136">line 136</a>
</li></ul></dd> </li></ul></dd>
@@ -3209,7 +3704,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt> <dt>
<h4 class="name" id="tilemap"><span class="type-signature"></span>tilemap<span class="signature">(key)</span><span class="type-signature"> &rarr; {Phaser.Tilemap}</span></h4> <h4 class="name" id="tilemap"><span class="type-signature"></span>tilemap<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.Tilemap.html">Phaser.Tilemap</a>}</span></h4>
</dt> </dt>
@@ -3299,7 +3794,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-218">line 218</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-219">line 219</a>
</li></ul></dd> </li></ul></dd>
@@ -3335,7 +3830,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dt> </dt>
<dd> <dd>
<span class="param-type">Phaser.Tilemap</span> <span class="param-type"><a href="Phaser.Tilemap.html">Phaser.Tilemap</a></span>
</dd> </dd>
@@ -3350,7 +3845,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt> <dt>
<h4 class="name" id="tilemapLayer"><span class="type-signature"></span>tilemapLayer<span class="signature">(x, y, width, height)</span><span class="type-signature"> &rarr; {Phaser.TilemapLayer}</span></h4> <h4 class="name" id="tilemapLayer"><span class="type-signature"></span>tilemapLayer<span class="signature">(x, y, width, height)</span><span class="type-signature"> &rarr; {<a href="Phaser.TilemapLayer.html">Phaser.TilemapLayer</a>}</span></h4>
</dt> </dt>
@@ -3509,7 +4004,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-244">line 244</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-245">line 245</a>
</li></ul></dd> </li></ul></dd>
@@ -3545,7 +4040,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dt> </dt>
<dd> <dd>
<span class="param-type">Phaser.TilemapLayer</span> <span class="param-type"><a href="Phaser.TilemapLayer.html">Phaser.TilemapLayer</a></span>
</dd> </dd>
@@ -3560,7 +4055,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt> <dt>
<h4 class="name" id="tileset"><span class="type-signature"></span>tileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {Phaser.Tileset}</span></h4> <h4 class="name" id="tileset"><span class="type-signature"></span>tileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.Tileset.html">Phaser.Tileset</a>}</span></h4>
</dt> </dt>
@@ -3650,7 +4145,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-231">line 231</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-232">line 232</a>
</li></ul></dd> </li></ul></dd>
@@ -3686,7 +4181,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dt> </dt>
<dd> <dd>
<span class="param-type">Phaser.Tileset</span> <span class="param-type"><a href="Phaser.Tileset.html">Phaser.Tileset</a></span>
</dd> </dd>
@@ -3915,7 +4410,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-117">line 117</a> <a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-118">line 118</a>
</li></ul></dd> </li></ul></dd>
@@ -4130,7 +4625,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+48 -4
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -402,7 +446,7 @@
<div class="description"> <div class="description">
<p>Creates a new &lt;code&gt;Graphics&lt;/code&gt; object.</p> <p>Creates a new <code>Graphics</code> object.</p>
</div> </div>
@@ -619,7 +663,7 @@
<td class="type"> <td class="type">
<span class="param-type">Description</span> <span class="param-type">number</span>
@@ -629,7 +673,7 @@
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The Phaser Object Type.</p></td>
</tr> </tr>
@@ -701,7 +745,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:12 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+1019 -48
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+110 -182
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -383,8 +427,7 @@
Input Input
</h2> </h2>
<div class="class-description"><p>A game specific Input manager that looks after the mouse, keyboard and touch objects. <div class="class-description"><p>Phaser.Input</p></div>
This is updated by the core game loop.</p></div>
</header> </header>
@@ -403,7 +446,8 @@ This is updated by the core game loop.</p></div>
<div class="description"> <div class="description">
<p>Constructor for Phaser Input.</p> <p>Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
The Input manager is updated automatically by the core game loop.</p>
</div> </div>
@@ -801,7 +845,7 @@ When you've limited max pointers to 1 this will accurately be either the first f
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-285">line 285</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-272">line 272</a>
</li></ul></dd> </li></ul></dd>
@@ -904,14 +948,11 @@ Default size of 44px (Apples recommended &quot;finger tip&quot; size) but can be
<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> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-135">line 135</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-123">line 123</a>
</li></ul></dd> </li></ul></dd>
@@ -1020,7 +1061,7 @@ Default size of 44px (Apples recommended &quot;finger tip&quot; size) but can be
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-158">line 158</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd> </li></ul></dd>
@@ -1130,7 +1171,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-106">line 106</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-98">line 98</a>
</li></ul></dd> </li></ul></dd>
@@ -1239,7 +1280,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-172">line 172</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-159">line 159</a>
</li></ul></dd> </li></ul></dd>
@@ -1350,108 +1391,6 @@ If you need to disable just one type of input, for example mouse, use Input.mous
</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"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-59">line 59</a>
</li></ul></dd>
</dl> </dl>
@@ -1506,7 +1445,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="type"> <td class="type">
<span class="param-type">Description</span> <span class="param-type">HTMLCanvasElement</span>
@@ -1516,7 +1455,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.</p></td>
</tr> </tr>
@@ -1611,7 +1550,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="type"> <td class="type">
<span class="param-type">Description</span> <span class="param-type">CanvasRenderingContext2D</span>
@@ -1621,7 +1560,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The context of the pixel perfect hit canvas.</p></td>
</tr> </tr>
@@ -1762,7 +1701,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-179">line 179</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-166">line 166</a>
</li></ul></dd> </li></ul></dd>
@@ -1868,7 +1807,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-354">line 354</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-341">line 341</a>
</li></ul></dd> </li></ul></dd>
@@ -1977,7 +1916,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-186">line 186</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-173">line 173</a>
</li></ul></dd> </li></ul></dd>
@@ -2086,7 +2025,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-193">line 193</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd> </li></ul></dd>
@@ -2195,7 +2134,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-306">line 306</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-293">line 293</a>
</li></ul></dd> </li></ul></dd>
@@ -2305,7 +2244,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-151">line 151</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-138">line 138</a>
</li></ul></dd> </li></ul></dd>
@@ -2414,7 +2353,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-299">line 299</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-286">line 286</a>
</li></ul></dd> </li></ul></dd>
@@ -2523,7 +2462,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-292">line 292</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-279">line 279</a>
</li></ul></dd> </li></ul></dd>
@@ -2632,7 +2571,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-320">line 320</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-307">line 307</a>
</li></ul></dd> </li></ul></dd>
@@ -2738,7 +2677,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-112">line 112</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-104">line 104</a>
</li></ul></dd> </li></ul></dd>
@@ -2847,7 +2786,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-327">line 327</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd> </li></ul></dd>
@@ -2956,7 +2895,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-348">line 348</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-335">line 335</a>
</li></ul></dd> </li></ul></dd>
@@ -3065,7 +3004,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-341">line 341</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-328">line 328</a>
</li></ul></dd> </li></ul></dd>
@@ -3174,7 +3113,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-334">line 334</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-321">line 321</a>
</li></ul></dd> </li></ul></dd>
@@ -3280,7 +3219,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-223">line 223</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-210">line 210</a>
</li></ul></dd> </li></ul></dd>
@@ -3386,7 +3325,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-229">line 229</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-216">line 216</a>
</li></ul></dd> </li></ul></dd>
@@ -3492,7 +3431,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-235">line 235</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-222">line 222</a>
</li></ul></dd> </li></ul></dd>
@@ -3598,7 +3537,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-241">line 241</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-228">line 228</a>
</li></ul></dd> </li></ul></dd>
@@ -3704,7 +3643,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-247">line 247</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-234">line 234</a>
</li></ul></dd> </li></ul></dd>
@@ -3810,7 +3749,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-253">line 253</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-240">line 240</a>
</li></ul></dd> </li></ul></dd>
@@ -3916,7 +3855,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-259">line 259</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-246">line 246</a>
</li></ul></dd> </li></ul></dd>
@@ -4022,7 +3961,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-265">line 265</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-252">line 252</a>
</li></ul></dd> </li></ul></dd>
@@ -4128,7 +4067,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-271">line 271</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-258">line 258</a>
</li></ul></dd> </li></ul></dd>
@@ -4234,7 +4173,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-277">line 277</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-264">line 264</a>
</li></ul></dd> </li></ul></dd>
@@ -4336,7 +4275,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-735">line 735</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-722">line 722</a>
</li></ul></dd> </li></ul></dd>
@@ -4446,7 +4385,7 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-67">line 67</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-62">line 62</a>
</li></ul></dd> </li></ul></dd>
@@ -4470,10 +4409,6 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
</dt> </dt>
<dd> <dd>
<div class="description">
<p>A vector object representing the current position of the Pointer.</p>
</div>
@@ -4523,7 +4458,7 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
<td class="description last"></td> <td class="description last"><p>A point object representing the current position of the Pointer.</p></td>
</tr> </tr>
@@ -4555,7 +4490,7 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-119">line 119</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-110">line 110</a>
</li></ul></dd> </li></ul></dd>
@@ -4665,7 +4600,7 @@ If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-217">line 217</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-204">line 204</a>
</li></ul></dd> </li></ul></dd>
@@ -4776,7 +4711,7 @@ The history is updated at the rate specified in Input.pollRate</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-202">line 202</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-189">line 189</a>
</li></ul></dd> </li></ul></dd>
@@ -4885,7 +4820,7 @@ The history is updated at the rate specified in Input.pollRate</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-209">line 209</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-196">line 196</a>
</li></ul></dd> </li></ul></dd>
@@ -4988,14 +4923,11 @@ In an un-scaled game the values will be x: 1 and y: 1.</p>
<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> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-143">line 143</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-130">line 130</a>
</li></ul></dd> </li></ul></dd>
@@ -5020,8 +4952,7 @@ In an un-scaled game the values will be x: 1 and y: 1.</p>
<dd> <dd>
<div class="description"> <div class="description">
<p>A vector object representing the speed of the Pointer. Only really useful in single Pointer games, <p>A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.</p>
otherwise see the Pointer objects directly.</p>
</div> </div>
@@ -5098,14 +5029,11 @@ otherwise see the Pointer objects directly.</p>
<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> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-127">line 127</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-116">line 116</a>
</li></ul></dd> </li></ul></dd>
@@ -5214,7 +5142,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-165">line 165</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd> </li></ul></dd>
@@ -5320,7 +5248,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-762">line 762</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-749">line 749</a>
</li></ul></dd> </li></ul></dd>
@@ -5426,7 +5354,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-748">line 748</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-735">line 735</a>
</li></ul></dd> </li></ul></dd>
@@ -5535,7 +5463,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-313">line 313</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-300">line 300</a>
</li></ul></dd> </li></ul></dd>
@@ -5641,7 +5569,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-788">line 788</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-775">line 775</a>
</li></ul></dd> </li></ul></dd>
@@ -5747,7 +5675,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-801">line 801</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-788">line 788</a>
</li></ul></dd> </li></ul></dd>
@@ -5853,7 +5781,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-701">line 701</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-688">line 688</a>
</li></ul></dd> </li></ul></dd>
@@ -5959,7 +5887,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-718">line 718</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-705">line 705</a>
</li></ul></dd> </li></ul></dd>
@@ -6025,7 +5953,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-413">line 413</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-400">line 400</a>
</li></ul></dd> </li></ul></dd>
@@ -6117,7 +6045,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-356">line 356</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-343">line 343</a>
</li></ul></dd> </li></ul></dd>
@@ -6186,7 +6114,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-400">line 400</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-387">line 387</a>
</li></ul></dd> </li></ul></dd>
@@ -6304,7 +6232,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-635">line 635</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-622">line 622</a>
</li></ul></dd> </li></ul></dd>
@@ -6445,7 +6373,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-668">line 668</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-655">line 655</a>
</li></ul></dd> </li></ul></dd>
@@ -6586,7 +6514,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-478">line 478</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-465">line 465</a>
</li></ul></dd> </li></ul></dd>
@@ -6727,7 +6655,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-524">line 524</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-511">line 511</a>
</li></ul></dd> </li></ul></dd>
@@ -6845,7 +6773,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-537">line 537</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-524">line 524</a>
</li></ul></dd> </li></ul></dd>
@@ -6986,7 +6914,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-604">line 604</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-591">line 591</a>
</li></ul></dd> </li></ul></dd>
@@ -7078,7 +7006,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-444">line 444</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-431">line 431</a>
</li></ul></dd> </li></ul></dd>
@@ -7196,7 +7124,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-573">line 573</a> <a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-560">line 560</a>
</li></ul></dd> </li></ul></dd>
@@ -7270,7 +7198,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:12 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:30 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -2492,7 +2536,7 @@ If the key is up it holds the duration of the previous down session.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:12 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:30 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+68 -24
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -383,7 +427,7 @@
Keyboard Keyboard
</h2> </h2>
<div class="class-description"><p>A Keyboard object Description.</p></div> <div class="class-description"><p>Phaser.Keyboard</p></div>
</header> </header>
@@ -402,7 +446,7 @@
<div class="description"> <div class="description">
<p>Phaser - Keyboard constructor.</p> <p>The Keyboard class handles looking after keyboard input for your game. It will recognise and respond to key presses and dispatch the required events.</p>
</div> </div>
@@ -484,7 +528,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-15">line 15</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-14">line 14</a>
</li></ul></dd> </li></ul></dd>
@@ -612,7 +656,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-64">line 64</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-63">line 63</a>
</li></ul></dd> </li></ul></dd>
@@ -721,7 +765,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-45">line 45</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-44">line 44</a>
</li></ul></dd> </li></ul></dd>
@@ -823,7 +867,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-20">line 20</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-19">line 19</a>
</li></ul></dd> </li></ul></dd>
@@ -925,7 +969,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-69">line 69</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-68">line 68</a>
</li></ul></dd> </li></ul></dd>
@@ -1027,7 +1071,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-74">line 74</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-73">line 73</a>
</li></ul></dd> </li></ul></dd>
@@ -1231,7 +1275,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-80">line 80</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-79">line 79</a>
</li></ul></dd> </li></ul></dd>
@@ -1350,7 +1394,7 @@ The Key object can then be polled, have events attached to it, etc.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-99">line 99</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-98">line 98</a>
</li></ul></dd> </li></ul></dd>
@@ -1494,7 +1538,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-181">line 181</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd> </li></ul></dd>
@@ -1563,7 +1607,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-215">line 215</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-214">line 214</a>
</li></ul></dd> </li></ul></dd>
@@ -1632,7 +1676,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-129">line 129</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-128">line 128</a>
</li></ul></dd> </li></ul></dd>
@@ -1773,7 +1817,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-380">line 380</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-379">line 379</a>
</li></ul></dd> </li></ul></dd>
@@ -1969,7 +2013,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-340">line 340</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-339">line 339</a>
</li></ul></dd> </li></ul></dd>
@@ -2165,7 +2209,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-360">line 360</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-359">line 359</a>
</li></ul></dd> </li></ul></dd>
@@ -2306,7 +2350,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-225">line 225</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-224">line 224</a>
</li></ul></dd> </li></ul></dd>
@@ -2424,7 +2468,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-281">line 281</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd> </li></ul></dd>
@@ -2542,7 +2586,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-117">line 117</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-116">line 116</a>
</li></ul></dd> </li></ul></dd>
@@ -2660,7 +2704,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-204">line 204</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-203">line 203</a>
</li></ul></dd> </li></ul></dd>
@@ -2729,7 +2773,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-327">line 327</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-326">line 326</a>
</li></ul></dd> </li></ul></dd>
@@ -2799,7 +2843,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-146">line 146</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd> </li></ul></dd>
@@ -2868,7 +2912,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-169">line 169</a> <a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-168">line 168</a>
</li></ul></dd> </li></ul></dd>
@@ -2919,7 +2963,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:12 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:30 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+45 -1
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -1411,7 +1455,7 @@ The function must exist on the member.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:12 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:30 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -643,7 +687,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+174 -445
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -575,7 +619,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="type"> <td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span> <span class="param-type">Object</span>
@@ -585,7 +629,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The context under which callbacks are called (defaults to game).</p></td>
</tr> </tr>
@@ -720,7 +764,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-51">line 51</a> <a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd> </li></ul></dd>
@@ -793,7 +837,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="description last"><p>Local reference to game.</p></td> <td class="description last"><p>A reference to the currently running game.</p></td>
</tr> </tr>
@@ -831,321 +875,6 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
</dl>
</dd>
<dt>
<h4 class="name" id="mouseDownCallback"><span class="type-signature"></span>mouseDownCallback<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>mouseDownCallback</code></td>
<td class="type">
<span class="param-type">Description</span>
</td>
<td class="description last"><p>Description.</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="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="mouseMoveCallback"><span class="type-signature"></span>mouseMoveCallback<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>mouseMoveCallback</code></td>
<td class="type">
<span class="param-type">Description</span>
</td>
<td class="description last"><p>Description.</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="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-39">line 39</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="mouseUpCallback"><span class="type-signature"></span>mouseUpCallback<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>mouseUpCallback</code></td>
<td class="type">
<span class="param-type">Description</span>
</td>
<td class="description last"><p>Description.</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="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-45">line 45</a>
</li></ul></dd>
</dl> </dl>
@@ -1169,7 +898,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<div class="description"> <div class="description">
<p>Description.</p> <p>The function that handles the PointerDown event.</p>
</div> </div>
@@ -1209,7 +938,125 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="type"> <td class="type">
<span class="param-type">Any</span> <span class="param-type">PointerEvent</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-95">line 95</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="onPointerMove"><span class="type-signature"></span>onPointerMove<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The function that handles the PointerMove event.</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>event</code></td>
<td class="type">
<span class="param-type">PointerEvent</span>
@@ -1279,7 +1126,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt> <dt>
<h4 class="name" id="onPointerMove"><span class="type-signature"></span>onPointerMove<span class="signature">(event)</span><span class="type-signature"></span></h4> <h4 class="name" id="onPointerUp"><span class="type-signature"></span>onPointerUp<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt> </dt>
@@ -1287,7 +1134,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<div class="description"> <div class="description">
<p>Description.</p> <p>The function that handles the PointerUp event.</p>
</div> </div>
@@ -1327,7 +1174,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="type"> <td class="type">
<span class="param-type">Any</span> <span class="param-type">PointerEvent</span>
@@ -1392,124 +1239,6 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
</dd>
<dt>
<h4 class="name" id="onPointerUp"><span class="type-signature"></span>onPointerUp<span class="signature">(event)</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>event</code></td>
<td class="type">
<span class="param-type">Any</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd>
</dl>
</dd> </dd>
@@ -1556,7 +1285,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-81">line 81</a> <a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-57">line 57</a>
</li></ul></dd> </li></ul></dd>
@@ -1625,7 +1354,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-171">line 171</a> <a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd> </li></ul></dd>
@@ -1676,7 +1405,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+71 -27
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -821,7 +865,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-679">line 679</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-663">line 663</a>
</li></ul></dd> </li></ul></dd>
@@ -1073,7 +1117,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-806">line 806</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-790">line 790</a>
</li></ul></dd> </li></ul></dd>
@@ -1233,7 +1277,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-733">line 733</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-717">line 717</a>
</li></ul></dd> </li></ul></dd>
@@ -1462,7 +1506,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-816">line 816</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-800">line 800</a>
</li></ul></dd> </li></ul></dd>
@@ -1622,7 +1666,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-754">line 754</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-738">line 738</a>
</li></ul></dd> </li></ul></dd>
@@ -1759,7 +1803,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-893">line 893</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-877">line 877</a>
</li></ul></dd> </li></ul></dd>
@@ -2271,7 +2315,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1017">line 1017</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1001">line 1001</a>
</li></ul></dd> </li></ul></dd>
@@ -2431,7 +2475,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1033">line 1033</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1017">line 1017</a>
</li></ul></dd> </li></ul></dd>
@@ -2519,7 +2563,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1134">line 1134</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1132">line 1132</a>
</li></ul></dd> </li></ul></dd>
@@ -2675,7 +2719,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-834">line 834</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-818">line 818</a>
</li></ul></dd> </li></ul></dd>
@@ -2881,7 +2925,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-982">line 982</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-966">line 966</a>
</li></ul></dd> </li></ul></dd>
@@ -3091,7 +3135,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1001">line 1001</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-985">line 985</a>
</li></ul></dd> </li></ul></dd>
@@ -3232,7 +3276,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-878">line 878</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-862">line 862</a>
</li></ul></dd> </li></ul></dd>
@@ -4480,7 +4524,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-844">line 844</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-828">line 828</a>
</li></ul></dd> </li></ul></dd>
@@ -5361,7 +5405,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-794">line 794</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-778">line 778</a>
</li></ul></dd> </li></ul></dd>
@@ -5521,7 +5565,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-706">line 706</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-690">line 690</a>
</li></ul></dd> </li></ul></dd>
@@ -5773,7 +5817,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1062">line 1062</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1046">line 1046</a>
</li></ul></dd> </li></ul></dd>
@@ -6994,7 +7038,7 @@ absolute value the return for exact angle</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1152">line 1152</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1150">line 1150</a>
</li></ul></dd> </li></ul></dd>
@@ -7145,7 +7189,7 @@ absolute value the return for exact angle</p>
<p>'place' is represented by the power applied to 'base' to get that place <p>'place' is represented by the power applied to 'base' to get that place
e.g. e.g.
2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011</p> 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011</p>
<p>roundTo(2000/7,3) == 0 <p>roundTo(2000/7,3) === 0
roundTo(2000/7,2) == 300 roundTo(2000/7,2) == 300
roundTo(2000/7,1) == 290 roundTo(2000/7,1) == 290
roundTo(2000/7,0) == 286 roundTo(2000/7,0) == 286
@@ -7567,7 +7611,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-945">line 945</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-929">line 929</a>
</li></ul></dd> </li></ul></dd>
@@ -7708,7 +7752,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-962">line 962</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-946">line 946</a>
</li></ul></dd> </li></ul></dd>
@@ -7850,7 +7894,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1120">line 1120</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1118">line 1118</a>
</li></ul></dd> </li></ul></dd>
@@ -8060,7 +8104,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-905">line 905</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-889">line 889</a>
</li></ul></dd> </li></ul></dd>
@@ -8247,7 +8291,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1100">line 1100</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1091">line 1091</a>
</li></ul></dd> </li></ul></dd>
@@ -8430,7 +8474,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1080">line 1080</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1064">line 1064</a>
</li></ul></dd> </li></ul></dd>
@@ -9565,7 +9609,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1047">line 1047</a> <a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1031">line 1031</a>
</li></ul></dd> </li></ul></dd>
@@ -10142,7 +10186,7 @@ Should be called whenever the angle is updated on the Sprite to stop it from goi
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+669 -172
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+52 -4
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -402,7 +446,7 @@
<div class="description"> <div class="description">
<p>Description of Phaser.Net</p> <p>Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.</p>
</div> </div>
@@ -647,6 +691,10 @@ Do not include 'http://' at the start.</p>
<h5>Returns:</h5> <h5>Returns:</h5>
<div class="param-desc">
<p>true if the given domain fragment can be found in the window.location.hostname</p>
</div>
<dl> <dl>
@@ -761,7 +809,7 @@ If you specify a parameter it will return just the value of that parameter, shou
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-156">line 156</a> <a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd> </li></ul></dd>
@@ -1011,7 +1059,7 @@ If you specify a parameter it will return just the value of that parameter, shou
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-120">line 120</a> <a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-116">line 116</a>
</li></ul></dd> </li></ul></dd>
@@ -1301,7 +1349,7 @@ Optionally you can redirect to the new url, or just return it as a string.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
File diff suppressed because it is too large Load Diff
+155 -9
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -573,7 +617,7 @@
<td class="type"> <td class="type">
<span class="param-type">Description</span> <span class="param-type">object</span>
@@ -583,7 +627,109 @@
<td class="description last"><p>Description.</p></td> <td class="description last"><p>Internal emitters store.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-25">line 25</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"><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>
@@ -685,7 +831,7 @@
<td class="description last"><p>Description.</p></td> <td class="description last"><p>-</p></td>
</tr> </tr>
@@ -717,7 +863,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-26">line 26</a> <a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-31">line 31</a>
</li></ul></dd> </li></ul></dd>
@@ -799,7 +945,7 @@
<td class="description last"><p>Description.</p></td> <td class="description last"><p>The emitter to be added to the particle manager.</p></td>
</tr> </tr>
@@ -831,7 +977,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-32">line 32</a> <a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-37">line 37</a>
</li></ul></dd> </li></ul></dd>
@@ -972,7 +1118,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-46">line 46</a> <a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-51">line 51</a>
</li></ul></dd> </li></ul></dd>
@@ -1041,7 +1187,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-57">line 57</a> <a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-62">line 62</a>
</li></ul></dd> </li></ul></dd>
@@ -1092,7 +1238,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+45 -1
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -6100,7 +6144,7 @@ touching.up = true means the collision happened to the top of this Body for exam
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+240 -39
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -1618,7 +1662,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1178">line 1178</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1341">line 1341</a>
</li></ul></dd> </li></ul></dd>
@@ -1932,7 +1976,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1207">line 1207</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1370">line 1370</a>
</li></ul></dd> </li></ul></dd>
@@ -2279,7 +2323,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1237">line 1237</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1400">line 1400</a>
</li></ul></dd> </li></ul></dd>
@@ -2516,7 +2560,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1159">line 1159</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1322">line 1322</a>
</li></ul></dd> </li></ul></dd>
@@ -2682,7 +2726,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1325">line 1325</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1488">line 1488</a>
</li></ul></dd> </li></ul></dd>
@@ -2866,7 +2910,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1360">line 1360</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1523">line 1523</a>
</li></ul></dd> </li></ul></dd>
@@ -3053,7 +3097,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1342">line 1342</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1505">line 1505</a>
</li></ul></dd> </li></ul></dd>
@@ -3173,7 +3217,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt> <dt>
<h4 class="name" id="collide"><span class="type-signature"></span>collide<span class="signature">(object1, object2, <span class="optional">collideCallback</span>, <span class="optional">processCallback</span>, <span class="optional">callbackContext</span>)</span><span class="type-signature"> &rarr; {number}</span></h4> <h4 class="name" id="collide"><span class="type-signature"></span>collide<span class="signature">(object1, object2, <span class="optional">collideCallback</span>, <span class="optional">processCallback</span>, <span class="optional">callbackContext</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt> </dt>
@@ -3181,8 +3225,8 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<div class="description"> <div class="description">
<p>Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps. <p>Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions. You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
The objects are also automatically separated.</p> The objects are also automatically separated.</p>
</div> </div>
@@ -3236,7 +3280,7 @@ The objects are also automatically separated.</p>
<span class="param-type">Phaser.Particles.Emitter</span> <span class="param-type">Phaser.Particles.Emitter</span>
| |
<span class="param-type">Phaser.Tilemap</span> <span class="param-type"><a href="Phaser.Tilemap.html">Phaser.Tilemap</a></span>
@@ -3280,7 +3324,7 @@ The objects are also automatically separated.</p>
<span class="param-type">Phaser.Particles.Emitter</span> <span class="param-type">Phaser.Particles.Emitter</span>
| |
<span class="param-type">Phaser.Tilemap</span> <span class="param-type"><a href="Phaser.Tilemap.html">Phaser.Tilemap</a></span>
@@ -3341,7 +3385,7 @@ The objects are also automatically separated.</p>
</td> </td>
<td class="description last"><p>An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.</p></td> <td class="description last"><p>An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.</p></td>
</tr> </tr>
@@ -3449,7 +3493,7 @@ The objects are also automatically separated.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-304">line 304</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-461">line 461</a>
</li></ul></dd> </li></ul></dd>
@@ -3474,7 +3518,7 @@ The objects are also automatically separated.</p>
<div class="param-desc"> <div class="param-desc">
<p>The number of collisions that were processed.</p> <p>True if a collision occured otherwise false.</p>
</div> </div>
@@ -3485,7 +3529,7 @@ The objects are also automatically separated.</p>
</dt> </dt>
<dd> <dd>
<span class="param-type">number</span> <span class="param-type">boolean</span>
</dd> </dd>
@@ -3869,7 +3913,7 @@ The objects are also automatically separated.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1267">line 1267</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1430">line 1430</a>
</li></ul></dd> </li></ul></dd>
@@ -4055,7 +4099,7 @@ If you need to calculate from the center of a display object instead use the met
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1304">line 1304</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1467">line 1467</a>
</li></ul></dd> </li></ul></dd>
@@ -4244,7 +4288,7 @@ If you need to calculate from the center of a display object instead use the met
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1284">line 1284</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1447">line 1447</a>
</li></ul></dd> </li></ul></dd>
@@ -4519,7 +4563,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1015">line 1015</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1178">line 1178</a>
</li></ul></dd> </li></ul></dd>
@@ -4795,7 +4839,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1050">line 1050</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1213">line 1213</a>
</li></ul></dd> </li></ul></dd>
@@ -5105,7 +5149,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1085">line 1085</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1248">line 1248</a>
</li></ul></dd> </li></ul></dd>
@@ -5156,7 +5200,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt> <dt>
<h4 class="name" id="overlap"><span class="type-signature"></span>overlap<span class="signature">(object1, object2)</span><span class="type-signature"> &rarr; {boolean}</span></h4> <h4 class="name" id="overlap"><span class="type-signature"></span>overlap<span class="signature">(object1, object2, <span class="optional">overlapCallback</span>, <span class="optional">processCallback</span>, <span class="optional">callbackContext</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt> </dt>
@@ -5164,7 +5208,9 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<div class="description"> <div class="description">
<p>Checks if two Sprite objects overlap.</p> <p>Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.</p>
</div> </div>
@@ -5186,8 +5232,12 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<th>Type</th> <th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th> <th class="last">Description</th>
</tr> </tr>
@@ -5205,16 +5255,34 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span> <span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
|
<span class="param-type">Phaser.Particles.Emitter</span>
</td> </td>
<td class="attributes">
</td>
<td class="description last"><p>The first object to check. Can be an instance of Phaser.Sprite or anything that extends it.</p></td>
<td class="default">
</td>
<td class="description last"><p>The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.</p></td>
</tr> </tr>
@@ -5228,16 +5296,149 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span> <span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
|
<span class="param-type">Phaser.Particles.Emitter</span>
</td> </td>
<td class="attributes">
</td>
<td class="description last"><p>The second object to check. Can be an instance of Phaser.Sprite or anything that extends it.</p></td>
<td class="default">
</td>
<td class="description last"><p>The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.</p></td>
</tr>
<tr>
<td class="name"><code>overlapCallback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.</p></td>
</tr>
<tr>
<td class="name"><code>processCallback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The context in which to run the callbacks.</p></td>
</tr> </tr>
@@ -5294,7 +5495,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<div class="param-desc"> <div class="param-desc">
<p>true if the two objects overlap.</p> <p>True if an overlap occured otherwise false.</p>
</div> </div>
@@ -5778,7 +5979,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-588">line 588</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-745">line 745</a>
</li></ul></dd> </li></ul></dd>
@@ -5900,7 +6101,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<td class="type"> <td class="type">
<span class="param-type">Phaser.Tile</span> <span class="param-type"><a href="Phaser.Tile.html">Phaser.Tile</a></span>
@@ -5942,7 +6143,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-830">line 830</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-991">line 991</a>
</li></ul></dd> </li></ul></dd>
@@ -6064,7 +6265,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<td class="type"> <td class="type">
<span class="param-type">Phaser.Tile</span> <span class="param-type"><a href="Phaser.Tile.html">Phaser.Tile</a></span>
@@ -6106,7 +6307,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-843">line 843</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1006">line 1006</a>
</li></ul></dd> </li></ul></dd>
@@ -6228,7 +6429,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<td class="type"> <td class="type">
<span class="param-type">Phaser.Tile</span> <span class="param-type"><a href="Phaser.Tile.html">Phaser.Tile</a></span>
@@ -6270,7 +6471,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-929">line 929</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1092">line 1092</a>
</li></ul></dd> </li></ul></dd>
@@ -6434,7 +6635,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-601">line 601</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-758">line 758</a>
</li></ul></dd> </li></ul></dd>
@@ -6598,7 +6799,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-709">line 709</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-868">line 868</a>
</li></ul></dd> </li></ul></dd>
@@ -7280,7 +7481,7 @@ One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which wil
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1121">line 1121</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1284">line 1284</a>
</li></ul></dd> </li></ul></dd>
@@ -7519,7 +7720,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1140">line 1140</a> <a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1303">line 1303</a>
</li></ul></dd> </li></ul></dd>
@@ -7595,7 +7796,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+45 -1
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -501,7 +545,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:13 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+157 -8
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -845,7 +889,112 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-64">line 64</a> <a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-70">line 70</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="hasPostUpdate"><span class="type-signature"></span>hasPostUpdate<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>hasPostUpdate</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>A flag to indicate if this plugin has a postUpdate method.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-58">line 58</a>
</li></ul></dd> </li></ul></dd>
@@ -1055,7 +1204,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-58">line 58</a> <a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-64">line 64</a>
</li></ul></dd> </li></ul></dd>
@@ -1432,7 +1581,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-102">line 102</a> <a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-108">line 108</a>
</li></ul></dd> </li></ul></dd>
@@ -1502,7 +1651,7 @@ It is only called if visible is set to true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-94">line 94</a> <a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-100">line 100</a>
</li></ul></dd> </li></ul></dd>
@@ -1572,7 +1721,7 @@ It is only called if active is set to true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-70">line 70</a> <a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-76">line 76</a>
</li></ul></dd> </li></ul></dd>
@@ -1642,7 +1791,7 @@ It is only called if visible is set to true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-86">line 86</a> <a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-92">line 92</a>
</li></ul></dd> </li></ul></dd>
@@ -1712,7 +1861,7 @@ It is only called if active is set to true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-78">line 78</a> <a href="Plugin.js.html">core/Plugin.js</a>, <a href="Plugin.js.html#sunlight-1-line-84">line 84</a>
</li></ul></dd> </li></ul></dd>
@@ -1763,7 +1912,7 @@ It is only called if active is set to true.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:14 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span> </span>
</footer> </footer>
</div> </div>
+196 -12
View File
@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -402,7 +446,7 @@
<div class="description"> <div class="description">
<p>Description.</p> <p>The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.</p>
</div> </div>
@@ -507,7 +551,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-16">line 16</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-18">line 18</a>
</li></ul></dd> </li></ul></dd>
@@ -635,7 +679,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-21">line 21</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-23">line 23</a>
</li></ul></dd> </li></ul></dd>
@@ -737,7 +781,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-32">line 32</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-34">line 34</a>
</li></ul></dd> </li></ul></dd>
@@ -852,7 +896,7 @@ The plugin's game and parent reference are set to this game and pluginmanager pa
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-45">line 45</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-47">line 47</a>
</li></ul></dd> </li></ul></dd>
@@ -944,7 +988,7 @@ The plugin's game and parent reference are set to this game and pluginmanager pa
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-225">line 225</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-283">line 283</a>
</li></ul></dd> </li></ul></dd>
@@ -1014,7 +1058,78 @@ It only calls plugins who have visible=true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-202">line 202</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-260">line 260</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="postUpdate"><span class="type-signature"></span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>PostUpdate is the last thing to be called before the world render.
In particular, it is called after the world postUpdate, which means the camera has been adjusted.
It only calls plugins who have active=true.</p>
</div>
<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-213">line 213</a>
</li></ul></dd> </li></ul></dd>
@@ -1084,7 +1199,7 @@ It only calls plugins who have active=true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-133">line 133</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-167">line 167</a>
</li></ul></dd> </li></ul></dd>
@@ -1202,7 +1317,76 @@ It only calls plugins who have active=true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-121">line 121</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-129">line 129</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="removeAll"><span class="type-signature"></span>removeAll<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes all Plugins from the PluginManager.</p>
</div>
<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-153">line 153</a>
</li></ul></dd> </li></ul></dd>
@@ -1272,7 +1456,7 @@ It only calls plugins who have visible=true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-179">line 179</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-237">line 237</a>
</li></ul></dd> </li></ul></dd>
@@ -1342,7 +1526,7 @@ It only calls plugins who have active=true.</p>
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <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-156">line 156</a> <a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-190">line 190</a>
</li></ul></dd> </li></ul></dd>
@@ -1393,7 +1577,7 @@ It only calls plugins who have active=true.</p>
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:14 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer> </footer>
</div> </div>
+61 -158
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@@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a> <a href="Phaser.AnimationParser.html">AnimationParser</a>
</li> </li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li> <li>
<a href="Phaser.BitmapText.html">BitmapText</a> <a href="Phaser.BitmapText.html">BitmapText</a>
</li> </li>
@@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a> <a href="Phaser.Events.html">Events</a>
</li> </li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li> <li>
<a href="Phaser.Frame.html">Frame</a> <a href="Phaser.Frame.html">Frame</a>
</li> </li>
@@ -242,6 +250,10 @@
<a href="Phaser.Pointer.html">Pointer</a> <a href="Phaser.Pointer.html">Pointer</a>
</li> </li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li> <li>
<a href="Phaser.QuadTree.html">QuadTree</a> <a href="Phaser.QuadTree.html">QuadTree</a>
</li> </li>
@@ -298,6 +310,26 @@
<a href="Phaser.Text.html">Text</a> <a href="Phaser.Text.html">Text</a>
</li> </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> <li>
<a href="Phaser.TileSprite.html">TileSprite</a> <a href="Phaser.TileSprite.html">TileSprite</a>
</li> </li>
@@ -306,6 +338,10 @@
<a href="Phaser.Time.html">Time</a> <a href="Phaser.Time.html">Time</a>
</li> </li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li> <li>
<a href="Phaser.Touch.html">Touch</a> <a href="Phaser.Touch.html">Touch</a>
</li> </li>
@@ -352,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a> <a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li> </li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li> <li>
<a href="global.html#right">right</a> <a href="global.html#right">right</a>
</li> </li>
@@ -925,7 +969,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-301">line 301</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-291">line 291</a>
</li></ul></dd> </li></ul></dd>
@@ -1140,7 +1184,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-388">line 388</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-378">line 378</a>
</li></ul></dd> </li></ul></dd>
@@ -1355,7 +1399,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-358">line 358</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-348">line 348</a>
</li></ul></dd> </li></ul></dd>
@@ -1519,7 +1563,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-377">line 377</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-367">line 367</a>
</li></ul></dd> </li></ul></dd>
@@ -1734,7 +1778,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-339">line 339</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-329">line 329</a>
</li></ul></dd> </li></ul></dd>
@@ -1990,7 +2034,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-411">line 411</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-401">line 401</a>
</li></ul></dd> </li></ul></dd>
@@ -2205,7 +2249,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-320">line 320</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-310">line 310</a>
</li></ul></dd> </li></ul></dd>
@@ -3176,147 +3220,6 @@
<h5>Returns:</h5>
<div class="param-desc">
<p>This Point object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">Point</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="copyFrom"><span class="type-signature"></span>copyFrom<span class="signature">(source)</span><span class="type-signature"> &rarr; {Point}</span></h4>
</dt>
<dd>
<div class="description">
<p>Copies the x and y properties from any given object to this Point.</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>source</code></td>
<td class="type">
<span class="param-type">any</span>
</td>
<td class="description last"><p>The object to copy from.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5> <h5>Returns:</h5>
@@ -3437,7 +3340,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-195">line 195</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd> </li></ul></dd>
@@ -3621,7 +3524,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-210">line 210</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-200">line 200</a>
</li></ul></dd> </li></ul></dd>
@@ -3926,7 +3829,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-221">line 221</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-211">line 211</a>
</li></ul></dd> </li></ul></dd>
@@ -4018,7 +3921,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-245">line 245</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-235">line 235</a>
</li></ul></dd> </li></ul></dd>
@@ -4159,7 +4062,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-254">line 254</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-244">line 244</a>
</li></ul></dd> </li></ul></dd>
@@ -4343,7 +4246,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-281">line 281</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-271">line 271</a>
</li></ul></dd> </li></ul></dd>
@@ -4599,7 +4502,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-264">line 264</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-254">line 254</a>
</li></ul></dd> </li></ul></dd>
@@ -4876,7 +4779,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-231">line 231</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-221">line 221</a>
</li></ul></dd> </li></ul></dd>
@@ -5296,7 +5199,7 @@
<dt class="tag-source">Source:</dt> <dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li> <dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-290">line 290</a> <a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd> </li></ul></dd>
@@ -5370,7 +5273,7 @@
<span class="jsdoc-message"> <span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Nov 01 2013 18:16:14 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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