mirror of
https://github.com/photonstorm/phaser
synced 2024-11-16 17:58:23 +00:00
Fixed jsdoc links and markdown bullet lists
This commit is contained in:
parent
36d86abd48
commit
1eccff1e3b
69 changed files with 184 additions and 194 deletions
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@ -348,16 +348,6 @@ var ScaleManager = new Class({
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return this;
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},
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/**
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* Game Resize event.
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*
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* Listen for it using the event type `resize`.
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*
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* @event Phaser.Game#resizeEvent
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* @param {number} width - The new width of the Game.
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* @param {number} height - The new height of the Game.
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*/
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refresh: function ()
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{
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this.updateScale();
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@ -11,7 +11,7 @@
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*
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* Listen to this event from within a Scene using: `this.input.on('dragend', listener)`.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_END event]{Phaser.Input.Events#GAMEOBJECT_DRAG_END} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_END]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_END} event instead.
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*
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* @event Phaser.Input.Events#DRAG_END
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*
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@ -13,7 +13,7 @@
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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_ENTER event]{Phaser.Input.Events#GAMEOBJECT_DRAG_ENTER} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_ENTER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_ENTER} event instead.
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*
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* @event Phaser.Input.Events#DRAG_ENTER
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*
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@ -13,7 +13,7 @@
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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG event]{Phaser.Input.Events#GAMEOBJECT_DRAG} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG} event instead.
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*
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* @event Phaser.Input.Events#DRAG
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*
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@ -13,7 +13,7 @@
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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_LEAVE event]{Phaser.Input.Events#GAMEOBJECT_DRAG_LEAVE} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_LEAVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_LEAVE} event instead.
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*
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* @event Phaser.Input.Events#DRAG_LEAVE
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*
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@ -16,7 +16,7 @@
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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_OVER event]{Phaser.Input.Events#GAMEOBJECT_DRAG_OVER} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_OVER} event instead.
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*
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* @event Phaser.Input.Events#DRAG_OVER
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*
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@ -13,7 +13,7 @@
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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_START event]{Phaser.Input.Events#GAMEOBJECT_DRAG_START} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_START]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_START} event instead.
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*
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* @event Phaser.Input.Events#DRAG_START
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*
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@ -11,7 +11,7 @@
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*
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* Listen to this event from within a Scene using: `this.input.on('drop', listener)`.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DROP event]{Phaser.Input.Events#GAMEOBJECT_DROP} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DROP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DROP} event instead.
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*
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* @event Phaser.Input.Events#DROP
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*
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@ -12,15 +12,15 @@
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* Listen to this event from within a Scene using: `this.input.on('gameobjectdown', listener)`.
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*
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* To receive this event, the Game Objects must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_DOWN event]{Phaser.Input.Events#GAMEOBJECT_POINTER_DOWN} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} event instead.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_DOWN
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* 2) GAMEOBJECT_DOWN
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* 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE
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* 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
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* 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
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* 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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@ -13,7 +13,7 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive](Phaser.GameObjects.GameObject#setInteractive) for more details.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_DRAG_END
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*
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@ -13,7 +13,7 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_DRAG_ENTER
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*
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@ -13,7 +13,7 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_DRAG
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*
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@ -13,7 +13,7 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_DRAG_LEAVE
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*
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@ -16,7 +16,7 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_DRAG_OVER
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*
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@ -13,7 +13,7 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* There are lots of useful drag related properties that are set within the Game Object when dragging occurs.
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* For example, `gameObject.input.dragStartX`, `dragStartY` and so on.
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@ -13,7 +13,7 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_DROP
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*
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@ -12,15 +12,15 @@
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* Listen to this event from within a Scene using: `this.input.on('gameobjectmove', listener)`.
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*
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* To receive this event, the Game Objects must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_MOVE event]{Phaser.Input.Events#GAMEOBJECT_POINTER_MOVE} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} event instead.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_MOVE
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* 2) GAMEOBJECT_MOVE
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* 3) POINTER_MOVE
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* 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
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* 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
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* 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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@ -12,15 +12,15 @@
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* Listen to this event from within a Scene using: `this.input.on('gameobjectout', listener)`.
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*
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* To receive this event, the Game Objects must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OUT event]{Phaser.Input.Events#GAMEOBJECT_POINTER_OUT} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT} event instead.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_OUT
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* 2) GAMEOBJECT_OUT
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* 3) POINTER_OUT
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* 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
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* 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
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* 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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@ -12,15 +12,15 @@
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* Listen to this event from within a Scene using: `this.input.on('gameobjectover', listener)`.
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*
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* To receive this event, the Game Objects must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OVER event]{Phaser.Input.Events#GAMEOBJECT_POINTER_OVER} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER} event instead.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_OVER
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* 2) GAMEOBJECT_OVER
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* 3) POINTER_OVER
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* 1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER}
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* 2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER}
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* 3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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|
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@ -13,13 +13,13 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_DOWN
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* 2) GAMEOBJECT_DOWN
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* 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE
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* 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
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* 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
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* 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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|
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@ -13,13 +13,13 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_MOVE
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* 2) GAMEOBJECT_MOVE
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* 3) POINTER_MOVE
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* 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
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* 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
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* 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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|
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@ -13,13 +13,13 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_OUT
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* 2) GAMEOBJECT_OUT
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* 3) POINTER_OUT
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* 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
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* 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
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* 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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|
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|
@ -13,13 +13,13 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_OVER
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* 2) GAMEOBJECT_OVER
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* 3) POINTER_OVER
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* 1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER}
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* 2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER}
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* 3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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|
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@ -13,13 +13,13 @@
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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_UP
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* 2) GAMEOBJECT_UP
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* 3) POINTER_UP or POINTER_UP_OUTSIDE
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* 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
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* 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
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* 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.
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@ -12,15 +12,15 @@
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* Listen to this event from within a Scene using: `this.input.on('gameobjectup', listener)`.
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*
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* To receive this event, the Game Objects must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
|
||||
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_UP event]{Phaser.Input.Events#GAMEOBJECT_POINTER_UP} instead.
|
||||
* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP} event instead.
|
||||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_UP
|
||||
* 2) GAMEOBJECT_UP
|
||||
* 3) POINTER_UP or POINTER_UP_OUTSIDE
|
||||
* 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
|
||||
* 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
|
||||
* 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -13,9 +13,9 @@
|
|||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_DOWN
|
||||
* 2) GAMEOBJECT_DOWN
|
||||
* 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE
|
||||
* 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
|
||||
* 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
|
||||
* 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -13,9 +13,9 @@
|
|||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_DOWN
|
||||
* 2) GAMEOBJECT_DOWN
|
||||
* 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE
|
||||
* 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
|
||||
* 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
|
||||
* 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -13,9 +13,9 @@
|
|||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_MOVE
|
||||
* 2) GAMEOBJECT_MOVE
|
||||
* 3) POINTER_MOVE
|
||||
* 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
|
||||
* 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
|
||||
* 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -13,9 +13,9 @@
|
|||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_OUT
|
||||
* 2) GAMEOBJECT_OUT
|
||||
* 3) POINTER_OUT
|
||||
* 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
|
||||
* 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
|
||||
* 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -13,9 +13,9 @@
|
|||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_OVER
|
||||
* 2) GAMEOBJECT_OVER
|
||||
* 3) POINTER_OVER
|
||||
* 1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER}
|
||||
* 2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER}
|
||||
* 3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -13,9 +13,9 @@
|
|||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_UP
|
||||
* 2) GAMEOBJECT_UP
|
||||
* 3) POINTER_UP or POINTER_UP_OUTSIDE
|
||||
* 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
|
||||
* 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
|
||||
* 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -13,9 +13,9 @@
|
|||
*
|
||||
* The event hierarchy is as follows:
|
||||
*
|
||||
* 1) GAMEOBJECT_POINTER_UP
|
||||
* 2) GAMEOBJECT_UP
|
||||
* 3) POINTER_UP or POINTER_UP_OUTSIDE
|
||||
* 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
|
||||
* 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
|
||||
* 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}
|
||||
*
|
||||
* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
|
||||
* the propagation of this event.
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
*
|
||||
* Listen to this event from within a Scene using: `this.input.gamepad.on('down', listener)`.
|
||||
*
|
||||
* You can also listen for a DOWN event from a Gamepad instance. See [GAMEPAD_BUTTON_DOWN]{Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_DOWN} for details.
|
||||
* You can also listen for a DOWN event from a Gamepad instance. See the [GAMEPAD_BUTTON_DOWN]{@linkcode Phaser.Input.Gamepad.Events#event:GAMEPAD_BUTTON_DOWN} event for details.
|
||||
*
|
||||
* @event Phaser.Input.Gamepad.Events#BUTTON_DOWN
|
||||
*
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
*
|
||||
* Listen to this event from within a Scene using: `this.input.gamepad.on('up', listener)`.
|
||||
*
|
||||
* You can also listen for an UP event from a Gamepad instance. See [GAMEPAD_BUTTON_UP]{Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_UP} for details.
|
||||
* You can also listen for an UP event from a Gamepad instance. See the [GAMEPAD_BUTTON_UP]{@linkcode Phaser.Input.Gamepad.Events#event:GAMEPAD_BUTTON_UP} event for details.
|
||||
*
|
||||
* @event Phaser.Input.Gamepad.Events#BUTTON_UP
|
||||
*
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
*
|
||||
* Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.
|
||||
*
|
||||
* You can also listen for a DOWN event from the Gamepad Plugin. See [BUTTON_DOWN]{Phaser.Input.Gamepad.Events#BUTTON_DOWN} for details.
|
||||
* You can also listen for a DOWN event from the Gamepad Plugin. See the [BUTTON_DOWN]{@linkcode Phaser.Input.Gamepad.Events#event:BUTTON_DOWN} event for details.
|
||||
*
|
||||
* @event Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_DOWN
|
||||
*
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
*
|
||||
* Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.
|
||||
*
|
||||
* You can also listen for an UP event from the Gamepad Plugin. See [BUTTON_UP]{Phaser.Input.Gamepad.Events#BUTTON_UP} for details.
|
||||
* You can also listen for an UP event from the Gamepad Plugin. See the [BUTTON_UP]{@linkcode Phaser.Input.Gamepad.Events#event:BUTTON_UP} event for details.
|
||||
*
|
||||
* @event Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_UP
|
||||
*
|
||||
|
|
|
@ -11,12 +11,12 @@
|
|||
*
|
||||
* Listen to this event from within a Scene using: `this.input.keyboard.on('keydown', listener)`.
|
||||
*
|
||||
* You can also listen for a specific key being pressed. See [Keyboard.Events.KEY_DOWN]{Phaser.Input.Keyboard.Events#KEY_DOWN} for details.
|
||||
* You can also listen for a specific key being pressed. See [Keyboard.Events.KEY_DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:KEY_DOWN} for details.
|
||||
*
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{Phaser.Input.Keyboard.Events#DOWN} for details.
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:DOWN} for details.
|
||||
*
|
||||
* _Note_: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
|
||||
* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.
|
||||
* Read [this article on ghosting]{@link http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/} for details.
|
||||
*
|
||||
* Also, please be aware that some browser extensions can disable or override Phaser keyboard handling.
|
||||
* For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key.
|
||||
|
|
|
@ -11,9 +11,9 @@
|
|||
*
|
||||
* Listen to this event from within a Scene using: `this.input.keyboard.on('keyup', listener)`.
|
||||
*
|
||||
* You can also listen for a specific key being released. See [Keyboard.Events.KEY_UP]{Phaser.Input.Keyboard.Events#KEY_UP} for details.
|
||||
* You can also listen for a specific key being released. See [Keyboard.Events.KEY_UP]{@linkcode Phaser.Input.Keyboard.Events#event:KEY_UP} for details.
|
||||
*
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{Phaser.Input.Keyboard.Events#UP} for details.
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{@linkcode Phaser.Input.Keyboard.Events#event:UP} for details.
|
||||
*
|
||||
* @event Phaser.Input.Keyboard.Events#ANY_KEY_UP
|
||||
*
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
/**
|
||||
* The Key Combo Match Event.
|
||||
*
|
||||
* This event is dispatched by the Keyboard Plugin when a [Key Combo]{Phaser.Input.Keyboard.KeyCombo} is matched.
|
||||
* This event is dispatched by the Keyboard Plugin when a [Key Combo]{@link Phaser.Input.Keyboard.KeyCombo} is matched.
|
||||
*
|
||||
* Listen for this event from the Key Plugin after a combo has been created:
|
||||
*
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
/**
|
||||
* The Key Down Event.
|
||||
*
|
||||
* This event is dispatched by a [Key]{Phaser.Input.Keyboard.Key} object when it is pressed.
|
||||
* This event is dispatched by a [Key]{@link Phaser.Input.Keyboard.Key} object when it is pressed.
|
||||
*
|
||||
* Listen for this event from the Key object instance directly:
|
||||
*
|
||||
|
@ -17,7 +17,7 @@
|
|||
* spaceBar.on('down', listener)
|
||||
* ```
|
||||
*
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{Phaser.Input.Keyboard.Events#ANY_KEY_DOWN} for details.
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_DOWN} for details.
|
||||
*
|
||||
* @event Phaser.Input.Keyboard.Events#DOWN
|
||||
*
|
||||
|
|
|
@ -11,15 +11,15 @@
|
|||
*
|
||||
* Unlike the `ANY_KEY_DOWN` event, this one has a special dynamic event name. For example, to listen for the `A` key being pressed
|
||||
* use the following from within a Scene: `this.input.keyboard.on('keydown-A', listener)`. You can replace the `-A` part of the event
|
||||
* name with any valid [Key Code string]{Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar:
|
||||
* name with any valid [Key Code string]{@link Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar:
|
||||
* `this.input.keyboard.on('keydown-SPACE', listener)`.
|
||||
*
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{Phaser.Input.Keyboard.Events#ANY_KEY_DOWN} for details.
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_DOWN} for details.
|
||||
*
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{Phaser.Input.Keyboard.Events#DOWN} for details.
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:DOWN} for details.
|
||||
*
|
||||
* _Note_: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
|
||||
* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.
|
||||
* Read [this article on ghosting]{@link http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/} for details.
|
||||
*
|
||||
* Also, please be aware that some browser extensions can disable or override Phaser keyboard handling.
|
||||
* For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key.
|
||||
|
|
|
@ -11,12 +11,12 @@
|
|||
*
|
||||
* Unlike the `ANY_KEY_UP` event, this one has a special dynamic event name. For example, to listen for the `A` key being released
|
||||
* use the following from within a Scene: `this.input.keyboard.on('keyup-A', listener)`. You can replace the `-A` part of the event
|
||||
* name with any valid [Key Code string]{Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar:
|
||||
* name with any valid [Key Code string]{@link Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar:
|
||||
* `this.input.keyboard.on('keyup-SPACE', listener)`.
|
||||
*
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{Phaser.Input.Keyboard.Events#ANY_KEY_UP} for details.
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_UP} for details.
|
||||
*
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{Phaser.Input.Keyboard.Events#UP} for details.
|
||||
* Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{@linkcode Phaser.Input.Keyboard.Events#event:UP} for details.
|
||||
*
|
||||
* @event Phaser.Input.Keyboard.Events#KEY_UP
|
||||
*
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
/**
|
||||
* The Key Up Event.
|
||||
*
|
||||
* This event is dispatched by a [Key]{Phaser.Input.Keyboard.Key} object when it is released.
|
||||
* This event is dispatched by a [Key]{@link Phaser.Input.Keyboard.Key} object when it is released.
|
||||
*
|
||||
* Listen for this event from the Key object instance directly:
|
||||
*
|
||||
|
@ -17,7 +17,7 @@
|
|||
* spaceBar.on('up', listener)
|
||||
* ```
|
||||
*
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{Phaser.Input.Keyboard.Events#ANY_KEY_UP} for details.
|
||||
* You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_UP} for details.
|
||||
*
|
||||
* @event Phaser.Input.Keyboard.Events#UP
|
||||
*
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
* @event Phaser.Loader.Events#ADD
|
||||
*
|
||||
* @param {string} key - The unique key of the file that was added to the Loader.
|
||||
* @param {string} type - The [file type]{Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`.
|
||||
* @param {string} type - The [file type]{@link Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`.
|
||||
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
|
||||
* @param {Phaser.Loader.File} file - A reference to the File which was added to the Loader.
|
||||
*/
|
||||
|
|
|
@ -11,12 +11,12 @@
|
|||
*
|
||||
* Listen to it from a Scene using: `this.load.on('filecomplete', listener)`.
|
||||
*
|
||||
* You can also listen for the completion of a specific file. See the [FILE_KEY_COMPLETE]{Phaser.Loader.Events#FILE_KEY_COMPLETE} event.
|
||||
* You can also listen for the completion of a specific file. See the [FILE_KEY_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_KEY_COMPLETE} event.
|
||||
*
|
||||
* @event Phaser.Loader.Events#FILE_COMPLETE
|
||||
*
|
||||
* @param {string} key - The key of the file that just loaded and finished processing.
|
||||
* @param {string} type - The [file type]{Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
|
||||
* @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
|
||||
* @param {any} data - The raw data the file contained.
|
||||
*/
|
||||
module.exports = 'filecomplete';
|
||||
|
|
|
@ -36,12 +36,12 @@
|
|||
* });
|
||||
* ```
|
||||
*
|
||||
* You can also listen for the generic completion of files. See the [FILE_COMPLETE]{Phaser.Loader.Events#FILE_COMPLETE} event.
|
||||
* You can also listen for the generic completion of files. See the [FILE_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_COMPLETE} event.
|
||||
*
|
||||
* @event Phaser.Loader.Events#FILE_KEY_COMPLETE
|
||||
*
|
||||
* @param {string} key - The key of the file that just loaded and finished processing.
|
||||
* @param {string} type - The [file type]{Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
|
||||
* @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
|
||||
* @param {any} data - The raw data the file contained.
|
||||
*/
|
||||
module.exports = 'filecomplete-';
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
* The Arcade Physics World Collide Event.
|
||||
*
|
||||
* This event is dispatched by an Arcade Physics World instance if two bodies collide _and_ at least
|
||||
* one of them has their [onCollide]{Phaser.Physics.Arcade.Body#onCollide} property set to `true`.
|
||||
* one of them has their [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to `true`.
|
||||
*
|
||||
* It provides an alternative means to handling collide events rather than using the callback approach.
|
||||
*
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
* The Arcade Physics World Overlap Event.
|
||||
*
|
||||
* This event is dispatched by an Arcade Physics World instance if two bodies overlap _and_ at least
|
||||
* one of them has their [onOverlap]{Phaser.Physics.Arcade.Body#onOverlap} property set to `true`.
|
||||
* one of them has their [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to `true`.
|
||||
*
|
||||
* It provides an alternative means to handling overlap events rather than using the callback approach.
|
||||
*
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
* The Arcade Physics Tile Collide Event.
|
||||
*
|
||||
* This event is dispatched by an Arcade Physics World instance if a body collides with a Tile _and_
|
||||
* has its [onCollide]{Phaser.Physics.Arcade.Body#onCollide} property set to `true`.
|
||||
* has its [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to `true`.
|
||||
*
|
||||
* It provides an alternative means to handling collide events rather than using the callback approach.
|
||||
*
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
* The Arcade Physics Tile Overlap Event.
|
||||
*
|
||||
* This event is dispatched by an Arcade Physics World instance if a body overlaps with a Tile _and_
|
||||
* has its [onOverlap]{Phaser.Physics.Arcade.Body#onOverlap} property set to `true`.
|
||||
* has its [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to `true`.
|
||||
*
|
||||
* It provides an alternative means to handling overlap events rather than using the callback approach.
|
||||
*
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
* The Arcade Physics World Bounds Event.
|
||||
*
|
||||
* This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds _and_
|
||||
* it has its [onWorldBounds]{Phaser.Physics.Arcade.Body#onWorldBounds} property set to `true`.
|
||||
* it has its [onWorldBounds]{@link Phaser.Physics.Arcade.Body#onWorldBounds} property set to `true`.
|
||||
*
|
||||
* It provides an alternative means to handling collide events rather than using the callback approach.
|
||||
*
|
||||
|
|
|
@ -34,8 +34,8 @@ var Remove = require('../utils/array/Remove');
|
|||
*
|
||||
* There are two types of plugin:
|
||||
*
|
||||
* 1) A Global Plugin
|
||||
* 2) A Scene Plugin
|
||||
* 1. A Global Plugin
|
||||
* 2. A Scene Plugin
|
||||
*
|
||||
* A Global Plugin is a plugin that lives within the Plugin Manager rather than a Scene. You can get
|
||||
* access to it by calling `PluginManager.get` and providing a key. Any Scene that requests a plugin in
|
||||
|
@ -49,9 +49,9 @@ var Remove = require('../utils/array/Remove');
|
|||
*
|
||||
* You can add a plugin to Phaser in three different ways:
|
||||
*
|
||||
* 1) Preload it
|
||||
* 2) Include it in your source code and install it via the Game Config
|
||||
* 3) Include it in your source code and install it within a Scene
|
||||
* 1. Preload it
|
||||
* 2. Include it in your source code and install it via the Game Config
|
||||
* 3. Include it in your source code and install it within a Scene
|
||||
*
|
||||
* For examples of all of these approaches please see the Phaser 3 Examples Repo `plugins` folder.
|
||||
*
|
||||
|
|
|
@ -8,12 +8,12 @@
|
|||
* Takes a reference to the Canvas Renderer, a Canvas Rendering Context, a Game Object, a Camera and a parent matrix
|
||||
* and then performs the following steps:
|
||||
*
|
||||
* 1) Checks the alpha of the source combined with the Camera alpha. If 0 or less it aborts.
|
||||
* 2) Takes the Camera and Game Object matrix and multiplies them, combined with the parent matrix if given.
|
||||
* 3) Sets the blend mode of the context to be that used by the Game Object.
|
||||
* 4) Sets the alpha value of the context to be that used by the Game Object combined with the Camera.
|
||||
* 5) Saves the context state.
|
||||
* 6) Sets the final matrix values into the context via setTransform.
|
||||
* 1. Checks the alpha of the source combined with the Camera alpha. If 0 or less it aborts.
|
||||
* 2. Takes the Camera and Game Object matrix and multiplies them, combined with the parent matrix if given.
|
||||
* 3. Sets the blend mode of the context to be that used by the Game Object.
|
||||
* 4. Sets the alpha value of the context to be that used by the Game Object combined with the Camera.
|
||||
* 5. Saves the context state.
|
||||
* 6. Sets the final matrix values into the context via setTransform.
|
||||
*
|
||||
* This function is only meant to be used internally. Most of the Canvas Renderer classes use it.
|
||||
*
|
||||
|
|
|
@ -11,11 +11,11 @@
|
|||
*
|
||||
* The event flow for a single step of a Scene is as follows:
|
||||
*
|
||||
* 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE}
|
||||
* 2) [UPDATE]{Phaser.Scenes.Events#UPDATE}
|
||||
* 3) The Scene.update method is called, if it exists
|
||||
* 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE}
|
||||
* 5) [RENDER]{Phaser.Scenes.Events#RENDER}
|
||||
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
|
||||
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
|
||||
* 3. The `Scene.update` method is called, if it exists
|
||||
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
|
||||
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
|
||||
*
|
||||
* Listen to it from a Scene using `this.scene.events.on('postupdate', listener)`.
|
||||
*
|
||||
|
|
|
@ -11,11 +11,11 @@
|
|||
*
|
||||
* The event flow for a single step of a Scene is as follows:
|
||||
*
|
||||
* 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE}
|
||||
* 2) [UPDATE]{Phaser.Scenes.Events#UPDATE}
|
||||
* 3) The Scene.update method is called, if it exists
|
||||
* 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE}
|
||||
* 5) [RENDER]{Phaser.Scenes.Events#RENDER}
|
||||
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
|
||||
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
|
||||
* 3. The `Scene.update` method is called, if it exists
|
||||
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
|
||||
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
|
||||
*
|
||||
* Listen to it from a Scene using `this.scene.events.on('preupdate', listener)`.
|
||||
*
|
||||
|
|
|
@ -11,11 +11,11 @@
|
|||
*
|
||||
* The event flow for a single step of a Scene is as follows:
|
||||
*
|
||||
* 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE}
|
||||
* 2) [UPDATE]{Phaser.Scenes.Events#UPDATE}
|
||||
* 3) The Scene.update method is called, if it exists
|
||||
* 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE}
|
||||
* 5) [RENDER]{Phaser.Scenes.Events#RENDER}
|
||||
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
|
||||
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
|
||||
* 3. The `Scene.update` method is called, if it exists
|
||||
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
|
||||
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
|
||||
*
|
||||
* Listen to it from a Scene using `this.scene.events.on('render', listener)`.
|
||||
*
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
*
|
||||
* You should free-up any resources that may be in use by your Scene in this event handler, on the understanding
|
||||
* that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not
|
||||
* currently active. Use the [DESTROY]{Phaser.Scenes.Events#DESTROY} event to completely clear resources.
|
||||
* currently active. Use the [DESTROY]{@linkcode Phaser.Scenes.Events#event:DESTROY} event to completely clear resources.
|
||||
*
|
||||
* @event Phaser.Scenes.Events#SHUTDOWN
|
||||
*
|
||||
|
|
|
@ -16,11 +16,11 @@
|
|||
*
|
||||
* The Scene Transition event flow is as follows:
|
||||
*
|
||||
* 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
*
|
||||
* @event Phaser.Scenes.Events#TRANSITION_COMPLETE
|
||||
*
|
||||
|
|
|
@ -16,11 +16,11 @@
|
|||
*
|
||||
* The Scene Transition event flow is as follows:
|
||||
*
|
||||
* 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
*
|
||||
* @event Phaser.Scenes.Events#TRANSITION_INIT
|
||||
*
|
||||
|
|
|
@ -13,11 +13,11 @@
|
|||
*
|
||||
* The Scene Transition event flow is as follows:
|
||||
*
|
||||
* 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
*
|
||||
* @event Phaser.Scenes.Events#TRANSITION_OUT
|
||||
*
|
||||
|
|
|
@ -12,18 +12,18 @@
|
|||
* It happens immediately after the `Scene.create` method is called. If the Scene does not have a `create` method,
|
||||
* this event is dispatched anyway.
|
||||
*
|
||||
* If the Target Scene was sleeping then the [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} event is
|
||||
* If the Target Scene was sleeping then the [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} event is
|
||||
* dispatched instead of this event.
|
||||
*
|
||||
* Listen to it from a Scene using `this.scene.events.on('transitionstart', listener)`.
|
||||
*
|
||||
* The Scene Transition event flow is as follows:
|
||||
*
|
||||
* 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
*
|
||||
* @event Phaser.Scenes.Events#TRANSITION_START
|
||||
*
|
||||
|
|
|
@ -8,17 +8,17 @@
|
|||
* The Scene Transition Wake Event.
|
||||
*
|
||||
* This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before
|
||||
* the transition began. If the Scene was not asleep the [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} event is dispatched instead.
|
||||
* the transition began. If the Scene was not asleep the [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} event is dispatched instead.
|
||||
*
|
||||
* Listen to it from a Scene using `this.scene.events.on('transitionwake', listener)`.
|
||||
*
|
||||
* The Scene Transition event flow is as follows:
|
||||
*
|
||||
* 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
|
||||
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
|
||||
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
|
||||
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
|
||||
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
|
||||
*
|
||||
* @event Phaser.Scenes.Events#TRANSITION_WAKE
|
||||
*
|
||||
|
|
|
@ -11,11 +11,11 @@
|
|||
*
|
||||
* The event flow for a single step of a Scene is as follows:
|
||||
*
|
||||
* 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE}
|
||||
* 2) [UPDATE]{Phaser.Scenes.Events#UPDATE}
|
||||
* 3) The Scene.update method is called, if it exists
|
||||
* 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE}
|
||||
* 5) [RENDER]{Phaser.Scenes.Events#RENDER}
|
||||
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
|
||||
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
|
||||
* 3. The `Scene.update` method is called, if it exists
|
||||
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
|
||||
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
|
||||
*
|
||||
* Listen to it from a Scene using `this.scene.events.on('update', listener)`.
|
||||
*
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
* music.play();
|
||||
* ```
|
||||
*
|
||||
* This is not to be confused with the [LOOP]{Phaser.Sound.Events#LOOP} event, which only emits when the loop state of a Sound is changed.
|
||||
* This is not to be confused with the [LOOP]{@linkcode Phaser.Sound.Events#event:LOOP} event, which only emits when the loop state of a Sound is changed.
|
||||
*
|
||||
* @event Phaser.Sound.Events#LOOPED
|
||||
*
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
* music.setLoop(true);
|
||||
* ```
|
||||
*
|
||||
* This is not to be confused with the [LOOPED]{Phaser.Sound.Events#LOOPED} event, which emits each time a Sound loops during playback.
|
||||
* This is not to be confused with the [LOOPED]{@linkcode Phaser.Sound.Events#event:LOOPED} event, which emits each time a Sound loops during playback.
|
||||
*
|
||||
* @event Phaser.Sound.Events#LOOP
|
||||
*
|
||||
|
|
|
@ -160,11 +160,11 @@ var Size = new Class({
|
|||
*
|
||||
* It can be a number from 0 to 4, or a Size constant:
|
||||
*
|
||||
* 0) NONE = Do not make the size fit the aspect ratio. Change the ratio when the size changes.
|
||||
* 1) WIDTH_CONTROLS_HEIGHT = The height is automatically adjusted based on the width.
|
||||
* 2) HEIGHT_CONTROLS_WIDTH = The width is automatically adjusted based on the height.
|
||||
* 3) FIT = The width and height are automatically adjusted to fit inside the given target area, while keeping the aspect ratio. Depending on the aspect ratio there may be some space inside the area which is not covered.
|
||||
* 4) ENVELOP = The width and height are automatically adjusted to make the size cover the entire target area while keeping the aspect ratio. This may extend further out than the target size.
|
||||
* 0. NONE = Do not make the size fit the aspect ratio. Change the ratio when the size changes.
|
||||
* 1. WIDTH_CONTROLS_HEIGHT = The height is automatically adjusted based on the width.
|
||||
* 2. HEIGHT_CONTROLS_WIDTH = The width is automatically adjusted based on the height.
|
||||
* 3. FIT = The width and height are automatically adjusted to fit inside the given target area, while keeping the aspect ratio. Depending on the aspect ratio there may be some space inside the area which is not covered.
|
||||
* 4. ENVELOP = The width and height are automatically adjusted to make the size cover the entire target area while keeping the aspect ratio. This may extend further out than the target size.
|
||||
*
|
||||
* Calling this method automatically recalculates the `width` and the `height`, if required.
|
||||
*
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
*
|
||||
* Listen to this event from within a Scene using: `this.textures.on('onload', listener)`.
|
||||
*
|
||||
* This event is dispatched after the [ADD event]{Phaser.Textures.Events#ADD}.
|
||||
* This event is dispatched after the [ADD]{@linkcode Phaser.Textures.Events#event:ADD} event.
|
||||
*
|
||||
* @event Phaser.Textures.Events#LOAD
|
||||
*
|
||||
|
|
|
@ -199,9 +199,9 @@ var DynamicTilemapLayer = new Class({
|
|||
*
|
||||
* It will be sent 3 arguments:
|
||||
*
|
||||
* 1) The Phaser.Tilemaps.LayerData object for this Layer
|
||||
* 2) The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
|
||||
* 3) A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
|
||||
* 1. The Phaser.Tilemaps.LayerData object for this Layer
|
||||
* 2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
|
||||
* 3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
|
||||
*
|
||||
* See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system.
|
||||
*
|
||||
|
|
|
@ -215,9 +215,9 @@ var StaticTilemapLayer = new Class({
|
|||
*
|
||||
* It will be sent 3 arguments:
|
||||
*
|
||||
* 1) The Phaser.Tilemaps.LayerData object for this Layer
|
||||
* 2) The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
|
||||
* 3) A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
|
||||
* 1. The Phaser.Tilemaps.LayerData object for this Layer
|
||||
* 2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
|
||||
* 3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
|
||||
*
|
||||
* See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system.
|
||||
*
|
||||
|
|
Loading…
Reference in a new issue