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https://github.com/photonstorm/phaser
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Just to test if smartGit works again
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1 changed files with 17 additions and 17 deletions
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@ -58,7 +58,7 @@ Phaser.GameObjectFactory.prototype = {
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* @method sprite
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* @param {number} x - X position of the new sprite.
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* @param {number} y - Y position of the new sprite.
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* @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @returns {Description} Description.
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*/
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@ -90,7 +90,7 @@ Phaser.GameObjectFactory.prototype = {
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*
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* @method tween
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* @param {object} obj - Object the tween will be run on.
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* @return {Description} Description.
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* @return {Phaser.Tween} Description.
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*/
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tween: function (obj) {
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@ -99,12 +99,12 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Description.
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* Creates a new group to be added on the display list
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*
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* @method group
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* @param {Description} parent - Description.
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* @param {Description} name - Description.
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* @return {Description} Description.
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* @return {Phaser.Group} The newly created group.
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*/
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group: function (parent, name) {
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@ -116,10 +116,10 @@ Phaser.GameObjectFactory.prototype = {
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* Description.
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*
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* @method audio
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* @param {Description} key - Description.
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* @param {Description} volume - Description.
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* @param {Description} loop - Description.
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* @return {Description} Description.
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} volume - The volume at which the sound will be played.
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* @param {boolean} loop - Whether or not the sound will loop.
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* @return {Phaser.Audio} The audio object.
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*/
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audio: function (key, volume, loop) {
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@ -131,11 +131,11 @@ Phaser.GameObjectFactory.prototype = {
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* Description.
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*
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* @method tileSprite
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* @param {Description} x - Description.
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* @param {Description} y - Description.
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* @param {Description} width - Description.
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* @param {Description} height - Description.
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* @param {Description} key - Description.
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {Description} width - the width of the tilesprite.
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* @param {Description} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {Description} frame - Description.
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* @return {Description} Description.
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*/
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@ -149,10 +149,10 @@ Phaser.GameObjectFactory.prototype = {
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* Description.
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*
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* @method text
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* @param {Description} x - Description.
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* @param {Description} y - Description.
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* @param {Description} text - Description.
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* @param {Description} style - Description.
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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*/
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text: function (x, y, text, style) {
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