Merge branch 'master' into master

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Richard Haddad 2020-01-04 05:23:43 +01:00 committed by GitHub
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@ -157,7 +157,7 @@
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
@fselcukcan Bambosh @louisth @hexus @javigaralva @samme @BeLi4L @jcyuan
@fselcukcan Bambosh @louisth @hexus @javigaralva @samme @BeLi4L @jcyuan @javigaralva
## Version 3.21.0 - Senku - 22nd November 2019

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@ -20,7 +20,7 @@ var Vector2 = require('../math/Vector2');
* @constructor
* @since 3.0.0
*
* @param {string} type - [description]
* @param {string} type - The curve type.
*/
var Curve = new Class({
@ -78,7 +78,7 @@ var Curve = new Class({
this.needsUpdate = true;
/**
* [description]
* For a curve on a Path, `false` means the Path will ignore this curve.
*
* @name Phaser.Curves.Curve#active
* @type {boolean}
@ -131,7 +131,7 @@ var Curve = new Class({
// So you can chain graphics calls
return graphics.strokePoints(this.getPoints(pointsTotal));
},
/**
* Returns a Rectangle where the position and dimensions match the bounds of this Curve.
*
@ -187,7 +187,7 @@ var Curve = new Class({
},
/**
* [description]
* Get a point at the end of the curve.
*
* @method Phaser.Curves.Curve#getEndPoint
* @since 3.0.0
@ -209,7 +209,7 @@ var Curve = new Class({
* @method Phaser.Curves.Curve#getLength
* @since 3.0.0
*
* @return {number} [description]
* @return {number} The total length of the curve.
*/
getLength: function ()
{
@ -220,14 +220,22 @@ var Curve = new Class({
/**
* Get list of cumulative segment lengths
* Get a list of cumulative segment lengths.
*
* These lengths are
*
* - [0] 0
* - [1] The first segment
* - [2] The first and second segment
* - ...
* - [divisions] All segments
*
* @method Phaser.Curves.Curve#getLengths
* @since 3.0.0
*
* @param {integer} [divisions] - [description]
* @param {integer} [divisions] - The number of divisions or segments.
*
* @return {number[]} [description]
* @return {number[]} An array of cumulative lengths.
*/
getLengths: function (divisions)
{
@ -268,17 +276,17 @@ var Curve = new Class({
// - u [0 .. 1]
/**
* [description]
* Get a point at a relative position on the curve, by arc length.
*
* @method Phaser.Curves.Curve#getPointAt
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [out,$return]
*
* @param {number} u - [description]
* @param {Phaser.Math.Vector2} [out] - [description]
* @param {number} u - The relative position, [0..1].
* @param {Phaser.Math.Vector2} [out] - A point to store the result in.
*
* @return {Phaser.Math.Vector2} [description]
* @return {Phaser.Math.Vector2} The point.
*/
getPointAt: function (u, out)
{
@ -290,15 +298,25 @@ var Curve = new Class({
// Get sequence of points using getPoint( t )
/**
* [description]
* Get a sequence of evenly spaced points from the curve.
*
* You can pass `divisions`, `stepRate`, or neither.
*
* The number of divisions will be
*
* 1. `divisions`, if `divisions` > 0; or
* 2. `this.getLength / stepRate`, if `stepRate` > 0; or
* 3. `this.defaultDivisions`
*
* `1 + divisions` points will be returned.
*
* @method Phaser.Curves.Curve#getPoints
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2[]} O - [out,$return]
*
* @param {integer} divisions - The number of evenly spaced points from the curve to return. If falsy, step param will be used to calculate the number of points.
* @param {number} step - Step between points. Used to calculate the number of points to return when divisions is falsy. Ignored if divisions is positive.
* @param {integer} [divisions] - The number of divisions to make.
* @param {number} [stepRate] - The curve distance between points, implying `divisions`.
* @param {(array|Phaser.Math.Vector2[])} [out] - An optional array to store the points in.
*
* @return {(array|Phaser.Math.Vector2[])} An array of Points from the curve.
@ -329,16 +347,16 @@ var Curve = new Class({
},
/**
* [description]
* Get a random point from the curve.
*
* @method Phaser.Curves.Curve#getRandomPoint
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [out,$return]
*
* @param {Phaser.Math.Vector2} [out] - [description]
* @param {Phaser.Math.Vector2} [out] - A point object to store the result in.
*
* @return {Phaser.Math.Vector2} [description]
* @return {Phaser.Math.Vector2} The point.
*/
getRandomPoint: function (out)
{
@ -350,16 +368,18 @@ var Curve = new Class({
// Get sequence of points using getPointAt( u )
/**
* [description]
* Get a sequence of equally spaced points (by arc distance) from the curve.
*
* `1 + divisions` points will be returned.
*
* @method Phaser.Curves.Curve#getSpacedPoints
* @since 3.0.0
*
* @param {integer} [divisions] - The number of evenly spaced points from the curve to return. If falsy, step param will be used to calculate the number of points.
* @param {number} [step] - Step between points. Used to calculate the number of points to return when divisions is falsy. Ignored if divisions is positive.
* @param {integer} [divisions=this.defaultDivisions] - The number of divisions to make.
* @param {number} [stepRate] - Step between points. Used to calculate the number of points to return when divisions is falsy. Ignored if divisions is positive.
* @param {(array|Phaser.Math.Vector2[])} [out] - An optional array to store the points in.
*
* @return {Phaser.Math.Vector2[]} [description]
* @return {Phaser.Math.Vector2[]} An array of points.
*/
getSpacedPoints: function (divisions, stepRate, out)
{
@ -389,16 +409,16 @@ var Curve = new Class({
},
/**
* [description]
* Get a point at the start of the curve.
*
* @method Phaser.Curves.Curve#getStartPoint
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [out,$return]
*
* @param {Phaser.Math.Vector2} [out] - [description]
* @param {Phaser.Math.Vector2} [out] - A point to store the result in.
*
* @return {Phaser.Math.Vector2} [description]
* @return {Phaser.Math.Vector2} The point.
*/
getStartPoint: function (out)
{
@ -408,7 +428,7 @@ var Curve = new Class({
},
/**
* Returns a unit vector tangent at t
* Get a unit vector tangent at a relative position on the curve.
* In case any sub curve does not implement its tangent derivation,
* 2 points a small delta apart will be used to find its gradient
* which seems to give a reasonable approximation
@ -418,8 +438,8 @@ var Curve = new Class({
*
* @generic {Phaser.Math.Vector2} O - [out,$return]
*
* @param {number} t - [description]
* @param {Phaser.Math.Vector2} [out] - [description]
* @param {number} t - The relative position on the curve, [0..1].
* @param {Phaser.Math.Vector2} [out] - A vector to store the result in.
*
* @return {Phaser.Math.Vector2} Vector approximating the tangent line at the point t (delta +/- 0.0001)
*/
@ -450,17 +470,17 @@ var Curve = new Class({
},
/**
* [description]
* Get a unit vector tangent at a relative position on the curve, by arc length.
*
* @method Phaser.Curves.Curve#getTangentAt
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [out,$return]
*
* @param {number} u - [description]
* @param {Phaser.Math.Vector2} [out] - [description]
* @param {number} u - The relative position on the curve, [0..1].
* @param {Phaser.Math.Vector2} [out] - A vector to store the result in.
*
* @return {Phaser.Math.Vector2} [description]
* @return {Phaser.Math.Vector2} The tangent vector.
*/
getTangentAt: function (u, out)
{
@ -575,10 +595,12 @@ var Curve = new Class({
},
/**
* [description]
* Calculate and cache the arc lengths.
*
* @method Phaser.Curves.Curve#updateArcLengths
* @since 3.0.0
*
* @see Phaser.Curves.Curve#getLengths()
*/
updateArcLengths: function ()
{

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@ -13,7 +13,7 @@ var Vector2 = require('../math/Vector2');
/**
* @classdesc
* [description]
* Create a smooth 2d spline curve from a series of points.
*
* @class Spline
* @extends Phaser.Curves.Curve
@ -21,7 +21,7 @@ var Vector2 = require('../math/Vector2');
* @constructor
* @since 3.0.0
*
* @param {Phaser.Math.Vector2[]} [points] - [description]
* @param {(Phaser.Math.Vector2[]|number[]|number[][])} [points] - The points that configure the curve.
*/
var SplineCurve = new Class({
@ -36,7 +36,7 @@ var SplineCurve = new Class({
Curve.call(this, 'SplineCurve');
/**
* [description]
* The Vector2 points that configure the curve.
*
* @name Phaser.Curves.Spline#points
* @type {Phaser.Math.Vector2[]}
@ -49,12 +49,12 @@ var SplineCurve = new Class({
},
/**
* [description]
* Add a list of points to the current list of Vector2 points of the curve.
*
* @method Phaser.Curves.Spline#addPoints
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2[]|number[]|number[][])} points - [description]
* @param {(Phaser.Math.Vector2[]|number[]|number[][])} points - The points that configure the curve.
*
* @return {Phaser.Curves.Spline} This curve object.
*/
@ -89,15 +89,15 @@ var SplineCurve = new Class({
},
/**
* [description]
* Add a point to the current list of Vector2 points of the curve.
*
* @method Phaser.Curves.Spline#addPoint
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} x - The x coordinate of this curve
* @param {number} y - The y coordinate of this curve
*
* @return {Phaser.Math.Vector2} [description]
* @return {Phaser.Math.Vector2} The new Vector2 added to the curve
*/
addPoint: function (x, y)
{
@ -176,7 +176,7 @@ var SplineCurve = new Class({
},
/**
* [description]
* Exports a JSON object containing this curve data.
*
* @method Phaser.Curves.Spline#toJSON
* @since 3.0.0
@ -202,14 +202,14 @@ var SplineCurve = new Class({
});
/**
* [description]
* Imports a JSON object containing this curve data.
*
* @function Phaser.Curves.Spline.fromJSON
* @since 3.0.0
*
* @param {Phaser.Types.Curves.JSONCurve} data - The JSON object containing this curve data.
*
* @return {Phaser.Curves.Spline} [description]
* @return {Phaser.Curves.Spline} The spline curve created.
*/
SplineCurve.fromJSON = function (data)
{

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@ -569,14 +569,12 @@ var Path = new Class({
},
/**
* Returns the defined starting point of the Path.
*
* This is not necessarily equal to the starting point of the first Curve if it differs from {@link startPoint}.
* Get a sequence of points on the path.
*
* @method Phaser.Curves.Path#getPoints
* @since 3.0.0
*
* @param {integer} [divisions=12] - The number of points to divide the path in to.
* @param {integer} [divisions=12] - The number of divisions per resolution per curve.
*
* @return {Phaser.Math.Vector2[]} An array of Vector2 objects that containing the points along the Path.
*/
@ -626,7 +624,7 @@ var Path = new Class({
/**
* Returns a randomly chosen point anywhere on the path. This follows the same rules as `getPoint` in that it may return a point on any Curve inside this path.
*
*
* When calling this method multiple times, the points are not guaranteed to be equally spaced spatially.
*
* @method Phaser.Curves.Path#getRandomPoint
@ -647,7 +645,7 @@ var Path = new Class({
/**
* Divides this Path into a set of equally spaced points,
*
*
* The resulting points are equally spaced with respect to the points' position on the path, but not necessarily equally spaced spatially.
*
* @method Phaser.Curves.Path#getSpacedPoints
@ -741,7 +739,7 @@ var Path = new Class({
/**
* Creates a "gap" in this path from the path's current end point to the given coordinates.
*
*
* After calling this function, this Path's end point will be equal to the given coordinates
*
* @method Phaser.Curves.Path#moveTo

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@ -188,6 +188,8 @@ var ScenePlugin = new Class({
/**
* Shutdown this Scene and run the given one.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#start
* @since 3.0.0
*
@ -209,6 +211,8 @@ var ScenePlugin = new Class({
/**
* Restarts this Scene.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#restart
* @since 3.4.0
*
@ -444,6 +448,8 @@ var ScenePlugin = new Class({
/**
* Launch the given Scene and run it in parallel with this one.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#launch
* @since 3.0.0
*
@ -465,6 +471,8 @@ var ScenePlugin = new Class({
/**
* Runs the given Scene, but does not change the state of this Scene.
*
* This will happen at the next Scene Manager update, not immediately.
*
* If the given Scene is paused, it will resume it. If sleeping, it will wake it.
* If not running at all, it will be started.
*
@ -492,6 +500,8 @@ var ScenePlugin = new Class({
/**
* Pause the Scene - this stops the update step from happening but it still renders.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#pause
* @since 3.0.0
*
@ -512,6 +522,8 @@ var ScenePlugin = new Class({
/**
* Resume the Scene - starts the update loop again.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#resume
* @since 3.0.0
*
@ -532,6 +544,8 @@ var ScenePlugin = new Class({
/**
* Makes the Scene sleep (no update, no render) but doesn't shutdown.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#sleep
* @since 3.0.0
*
@ -552,6 +566,8 @@ var ScenePlugin = new Class({
/**
* Makes the Scene wake-up (starts update and render)
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#wake
* @since 3.0.0
*
@ -571,11 +587,8 @@ var ScenePlugin = new Class({
/**
* Makes this Scene sleep then starts the Scene given.
*
* No checks are made to see if an instance of the given Scene is already running.
* Because Scenes in Phaser are non-exclusive, you are allowed to run multiple
* instances of them _at the same time_. This means, calling this function
* may launch another instance of the requested Scene if it's already running.
*
* This will happen at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#switch
* @since 3.0.0
@ -597,6 +610,8 @@ var ScenePlugin = new Class({
/**
* Shutdown the Scene, clearing display list, timers, etc.
*
* This happens at the next Scene Manager update, not immediately.
*
* @method Phaser.Scenes.ScenePlugin#stop
* @since 3.0.0
*
@ -814,7 +829,7 @@ var ScenePlugin = new Class({
* The Scene is removed from the local scenes array, it's key is cleared from the keys
* cache and Scene.Systems.destroy is then called on it.
*
* If the SceneManager is processing the Scenes when this method is called it wil
* If the SceneManager is processing the Scenes when this method is called it will
* queue the operation for the next update sequence.
*
* @method Phaser.Scenes.ScenePlugin#remove

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@ -227,8 +227,9 @@ var BaseSoundManager = new Class({
},
/**
* Enables playing sound on the fly without the need to keep a reference to it.
* Sound will auto destroy once its playback ends.
* Adds a new sound to the sound manager and plays it.
* The sound will be automatically removed (destroyed) once playback ends.
* This lets you play a new sound on the fly without the need to keep a reference to it.
*
* @method Phaser.Sound.BaseSoundManager#play
* @listens Phaser.Sound.Events#COMPLETE