mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 20:53:39 +00:00
Added in jsdocs
This commit is contained in:
parent
f73d66a246
commit
2a86400a28
52 changed files with 254 additions and 97 deletions
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@ -1,4 +1,6 @@
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// Phaser.Animations
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/**
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* @namespace Phaser.Animations
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*/
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module.exports = {
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13
src/boot/index.js
Normal file
13
src/boot/index.js
Normal file
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/**
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* @namespace Phaser.Boot
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*/
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module.exports = {
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Config: require('./Config'),
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CreateRenderer: require('./CreateRenderer'),
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DebugHeader: require('./DebugHeader'),
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TimeStep: require('./TimeStep'),
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VisibilityHandler: require('./VisibilityHandler')
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};
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4
src/cache/index.js
vendored
4
src/cache/index.js
vendored
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@ -1,4 +1,6 @@
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// Phaser.Cache
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/**
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* @namespace Phaser.Cache
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Cameras.Scene2D
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/**
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* @namespace Phaser.Cameras.Scene2D
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Cameras.Controls
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/**
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* @namespace Phaser.Cameras.Controls
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Cameras
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/**
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* @namespace Phaser.Cameras
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Cameras.Sprite3D
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/**
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* @namespace Phaser.Cameras.Sprite3D
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Create
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/**
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* @namespace Phaser.Create
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Curves
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/**
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* @namespace Phaser.Curves
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Data
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/**
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* @namespace Phaser.Data
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*/
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module.exports = {
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@ -3,7 +3,9 @@
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// Which means all instances of Phaser Games can share it,
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// without having to re-poll the device all over again
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// Phaser.Device
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/**
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* @namespace Phaser.Device
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Display.Align.In
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/**
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* @namespace Phaser.Display.Align.In
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*/
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module.exports = {
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// Phaser.Display.Align
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/**
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* @namespace Phaser.Display.Align
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*/
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module.exports = {
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@ -1,4 +1,6 @@
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// Phaser.Display.Align.To
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/**
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* @namespace Phaser.Display.Align.To
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*/
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module.exports = {
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// Phaser.Display.Bounds
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/**
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* @namespace Phaser.Display.Bounds
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*/
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module.exports = {
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// Phaser.Display.Canvas
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/**
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* @namespace Phaser.Display.Canvas
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*/
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module.exports = {
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// Phaser.Display.Color
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/**
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* @namespace Phaser.Display.Color
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*/
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var Color = require('./Color');
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// Phaser.Display
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/**
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* @namespace Phaser.Display
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*/
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module.exports = {
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/**
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* @namespace Phaser.Display.Masks
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*/
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module.exports = {
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// Phaser.DOM
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/**
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* @namespace Phaser.DOM
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*/
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module.exports = {
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@ -2,6 +2,10 @@ var Class = require('../utils/Class');
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var EE = require('eventemitter3');
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var PluginManager = require('../plugins/PluginManager');
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/**
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* @namespace Phaser.Events
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*/
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var EventEmitter = new Class({
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Extends: EE,
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@ -3,24 +3,25 @@ var Components = require('./components');
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var DataManager = require('../data/DataManager');
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var EventEmitter = require('eventemitter3');
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/**
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* The base class that all Game Objects extend.
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* You don't create GameObjects directly and they cannot be added to the display list.
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* Instead, use them as the base for your own custom classes.
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*
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* @class GameObject
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* @memberOf Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
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* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
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*/
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var GameObject = new Class({
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Extends: EventEmitter,
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initialize:
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/**
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* The base class that all Game Objects extend.
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* You don't create GameObjects directly and they cannot be added to the display list.
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* Instead, use them as the base for your own custom classes.
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*
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* @class GameObject
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* @memberof Phaser.GameObjects
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* @constructor
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
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* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
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*/
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function GameObject (scene, type)
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{
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EventEmitter.call(this);
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*
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* @property {Phaser.Scene} scene
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* @protected
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* @since 3.0.0
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*/
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this.scene = scene;
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* Used internally by Phaser but is available for your own custom classes to populate.
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*
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* @property {string} type
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* @since 3.0.0
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*/
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this.type = type;
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* Empty by default and never populated by Phaser, this is left for developers to use.
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*
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* @property {string} [name='']
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* @since 3.0.0
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*/
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this.name = '';
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* An active object is one which is having its logic and internal systems updated.
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*
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* @property {boolean} [active=true]
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* @since 3.0.0
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*/
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this.active = true;
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* Reserved for future use by plugins and the Input Manager.
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*
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* @property {integer} [tabIndex=-1]
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* @since 3.0.0
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*/
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this.tabIndex = -1;
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* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
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*
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* @property {Phaser.Data.DataManager} data
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* @since 3.0.0
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*/
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this.data = null;
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* If those components are not used by your custom class then you can use this bitmask as you wish.
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*
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* @property {integer} [renderFlags=15]
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* @since 3.0.0
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*/
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this.renderFlags = 15;
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*
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* @property {number} [cameraFilter=0]
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* @see Phaser.Cameras.Camera.ignore
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* @since 3.0.0
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*/
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this.cameraFilter = 0;
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*
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* @property {?Phaser.Input.InteractiveObject} [input=null]
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* @see setInteractive
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* @since 3.0.0
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*/
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this.input = null;
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* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
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*
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* @property {?Phaser.Physics.Body} [body=null]
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* @since 3.0.0
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*/
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this.body = null;
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* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
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* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
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*
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* @method setActive
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* @method Phaser.GameObjects.GameObject#setActive
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* @since 3.0.0
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*
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* @param {boolean} value - True if this Game Object should be set as active, false if not.
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* @return {GameObject} This GameObject.
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setActive: function (value)
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{
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* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
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* The `name` property is not populated by Phaser and is presented for your own use.
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*
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* @example game objects/image/set name.js
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* @tutorial game objects/basics
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*
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* @method setName
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* @method Phaser.GameObjects.GameObject#setName
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* @since 3.0.0
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*
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* @param {string} value - The name to be given to this Game Object.
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* @return {GameObject} This GameObject.
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setName: function (value)
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{
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.GameObject#setDataEnabled
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setDataEnabled: function ()
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{
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if (!this.data)
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* This is a quick chainable alias to the `DataProxy.set` method.
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* It allows you to set a key and value in this Game Objects data store.
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*
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* @method setData
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* @method Phaser.GameObjects.GameObject#setData
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* @since 3.0.0
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*
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* @param {string} key - The key of the property to be stored.
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* @param {any} value - The value to store with the key. Can be a string, number, array or object.
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* @return {GameObject} This GameObject.
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*
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||||
* @return {Phaser.GameObjects.GameObject} This GameObject.
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||||
*/
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setData: function (key, value)
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{
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/**
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* This is a quick alias to the `DataProxy.get` method to remain consistent with `setData`.
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*
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* @method getData
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* @method Phaser.GameObjects.GameObject#getData
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* @since 3.0.0
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*
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* @param {string} key - The key of the property to be retrieve.
|
||||
* @param {string} key - The key of the property to be retrieved.
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||||
*
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* @return {any} The data, if present in the Data Store.
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*/
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getData: function (key)
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/**
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* Pass this Game Object to the Input Manager to enable it for Input.
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*
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* @example game objects/image/set interactive.js
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* @tutorial input/basics
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*
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* @method setInteractive
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* @method Phaser.GameObjects.GameObject#setInteractive
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* @since 3.0.0
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*
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* @param {any} [shape] - A geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {function} [callback] - A callback to be invoked when the Game Object is interacted with.
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* @return {GameObject} This GameObject.
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||||
*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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||||
*/
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setInteractive: function (shape, callback)
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{
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return this;
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},
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// To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
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||||
/**
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* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
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||||
*
|
||||
* @method Phaser.GameObjects.GameObject#update
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* @since 3.0.0
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*/
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update: function ()
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{
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||||
},
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||||
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|||
/**
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||||
* Returns a JSON representation of the Game Object.
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||||
*
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||||
* @method toJSON
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||||
* @method Phaser.GameObjects.GameObject#toJSON
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* @since 3.0.0
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||||
*
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||||
* @return {object} A JSON representation of the Game Object.
|
||||
*/
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||||
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@ -238,7 +267,8 @@ var GameObject = new Class({
|
|||
/**
|
||||
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
|
||||
*
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||||
* @method willRender
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||||
* @method Phaser.GameObjects.GameObject#willRender
|
||||
* @since 3.0.0
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||||
*
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||||
* @return {boolean} True if the Game Object should be rendered, otherwise false.
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||||
*/
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||||
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@ -260,7 +290,8 @@ var GameObject = new Class({
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|||
* If you just want to temporarily disable an object then look at using the
|
||||
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
|
||||
*
|
||||
* @method destroy
|
||||
* @method Phaser.GameObjects.GameObject#destroy
|
||||
* @since 3.0.0
|
||||
*/
|
||||
destroy: function ()
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||||
{
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||||
|
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@ -6,6 +6,28 @@ var DisplayList = require('../DisplayList');
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|||
var Frame = require('../../textures/Frame');
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||||
var GameObject = require('../GameObject');
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||||
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||||
/**
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||||
* A Blitter Game Object.
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||||
*
|
||||
* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
|
||||
* These objects can be thought of as just texture frames with a position and nothing more.
|
||||
* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
|
||||
* They are essentially just super-fast texture frame renderers, and the Blitter object creates and manages them.
|
||||
*
|
||||
* @class Blitter
|
||||
* @extends Phaser.GameObjects.GameObject
|
||||
* @memberOf Phaser.GameObjects
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||||
* @constructor
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @mixes Phaser.GameObjects.Components.Alpha
|
||||
*
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||||
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.
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||||
* @param {number} [x==] - The x coordinate of this Game Object in world space.
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||||
* @param {number} [y=0] - The y coordinate of this Game Object in world space.
|
||||
* @param {string} [texture='__DEFAULT'] - The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager.
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||||
* @param {string|integer} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.
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||||
*/
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||||
var Blitter = new Class({
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||||
Extends: GameObject,
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||||
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@ -25,28 +47,6 @@ var Blitter = new Class({
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|||
|
||||
initialize:
|
||||
|
||||
/**
|
||||
* A Blitter Game Object.
|
||||
*
|
||||
* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
|
||||
* These objects can be thought of as just texture frames with a position and nothing more.
|
||||
* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
|
||||
* They are essentially just super-fast texture frame renderers, and the Blitter object creates and manages them.
|
||||
*
|
||||
* @class Blitter
|
||||
* @extends Phaser.GameObjects.GameObject
|
||||
* @memberOf Phaser.GameObjects
|
||||
* @constructor
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @mixes Phaser.GameObjects.Components.Alpha
|
||||
*
|
||||
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.
|
||||
* @param {number} [x==] - The x coordinate of this Game Object in world space.
|
||||
* @param {number} [y=0] - The y coordinate of this Game Object in world space.
|
||||
* @param {string} [texture='__DEFAULT'] - The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager.
|
||||
* @param {string|integer} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.
|
||||
*/
|
||||
function Blitter (scene, x, y, texture, frame)
|
||||
{
|
||||
GameObject.call(this, scene, 'Blitter');
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.GameObjects
|
||||
/**
|
||||
* @namespace Phaser.GameObjects
|
||||
*/
|
||||
|
||||
var GameObjects = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Circle
|
||||
/**
|
||||
* @namespace Phaser.Geom.Circle
|
||||
*/
|
||||
|
||||
var Circle = require('./Circle');
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Ellipse
|
||||
/**
|
||||
* @namespace Phaser.Geom.Ellipse
|
||||
*/
|
||||
|
||||
var Ellipse = require('./Ellipse');
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom
|
||||
/**
|
||||
* @namespace Phaser.Geom
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Intersects
|
||||
/**
|
||||
* @namespace Phaser.Geom.Intersects
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Line
|
||||
/**
|
||||
* @namespace Phaser.Geom.Line
|
||||
*/
|
||||
|
||||
var Line = require('./Line');
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Point
|
||||
/**
|
||||
* @namespace Phaser.Geom.Point
|
||||
*/
|
||||
|
||||
var Point = require('./Point');
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Polygon
|
||||
/**
|
||||
* @namespace Phaser.Geom.Polygon
|
||||
*/
|
||||
|
||||
var Polygon = require('./Polygon');
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Rectangle
|
||||
/**
|
||||
* @namespace Phaser.Geom.Rectangle
|
||||
*/
|
||||
|
||||
var Rectangle = require('./Rectangle');
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Geom.Triangle
|
||||
/**
|
||||
* @namespace Phaser.Geom.Triangle
|
||||
*/
|
||||
|
||||
var Triangle = require('./Triangle');
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Input.Gamepad
|
||||
/**
|
||||
* @namespace Phaser.Input.Gamepad
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Input
|
||||
/**
|
||||
* @namespace Phaser.Input
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Input.Keyboard
|
||||
/**
|
||||
* @namespace Phaser.Input.Keyboard
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Input.Mouse
|
||||
/**
|
||||
* @namespace Phaser.Input.Mouse
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Input.Touch
|
||||
/**
|
||||
* @namespace Phaser.Input.Touch
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,10 @@
|
|||
// Phaser.Loader
|
||||
/**
|
||||
* @namespace Phaser.Loader
|
||||
*/
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Loader.FileTypes
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,5 +1,9 @@
|
|||
var RND = require('./random-data-generator/RandomDataGenerator');
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Math
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
// Consts
|
||||
|
|
|
@ -3,7 +3,9 @@ require('./polyfills');
|
|||
var CONST = require('./const');
|
||||
var Extend = require('./utils/object/Extend');
|
||||
|
||||
// This object is exported globally
|
||||
/**
|
||||
* @namespace Phaser
|
||||
*/
|
||||
|
||||
var Phaser = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Physics
|
||||
/**
|
||||
* @namespace Phaser.Physics
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -2,6 +2,10 @@ var Class = require('../utils/Class');
|
|||
|
||||
var plugins = {};
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Plugins
|
||||
*/
|
||||
|
||||
var PluginManager = new Class({
|
||||
|
||||
initialize:
|
||||
|
|
|
@ -7,6 +7,10 @@ var GetBlendModes = require('./utils/GetBlendModes');
|
|||
var ScaleModes = require('../ScaleModes');
|
||||
var Smoothing = require('../../display/canvas/Smoothing');
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Renderer.CanvasRenderer
|
||||
*/
|
||||
|
||||
var CanvasRenderer = new Class({
|
||||
|
||||
initialize:
|
||||
|
|
|
@ -10,6 +10,10 @@ var FlatTintPipeline = require('./pipelines/FlatTintPipeline');
|
|||
var BitmapMaskPipeline = require('./pipelines/BitmapMaskPipeline');
|
||||
var ForwardDiffuseLightPipeline = require('./pipelines/ForwardDiffuseLightPipeline');
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Renderer.WebGLRenderer
|
||||
*/
|
||||
|
||||
var WebGLRenderer = new Class({
|
||||
|
||||
initialize:
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Scenes
|
||||
/**
|
||||
* @namespace Phaser.Scenes
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Sound
|
||||
/**
|
||||
* @namespace Phaser.Sound
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Structs
|
||||
/**
|
||||
* @namespace Phaser.Structs
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Textures
|
||||
/**
|
||||
* @namespace Phaser.Textures
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Time
|
||||
/**
|
||||
* @namespace Phaser.Time
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Tweens
|
||||
/**
|
||||
* @namespace Phaser.Tweens
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
// Phaser.Utils
|
||||
/**
|
||||
* @namespace Phaser.Utils
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
|
||||
|
|
Loading…
Reference in a new issue