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Updated jsdocs
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3 changed files with 46 additions and 38 deletions
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@ -5,24 +5,24 @@
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*/
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/**
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* [description]
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* Takes an array of objects and passes each of them to the given callback.
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*
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* @function Phaser.Actions.Call
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* @since 3.0.0
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*
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* @param {array} items - An array of Game Objects. The contents of this array are updated by this Action.
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* @param {function} callback - [description]
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* @param {object} thisArg - [description]
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* @param {array|Phaser.GameObjects.GameObject[]} items - The array of items to be updated by this action.
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* @param {function} callback - The callback to be invoked. It will be passed just one argument: the item from the array.
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* @param {object} context - The scope in which the callback will be invoked.
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*
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* @return {array} The array of Game Objects that was passed to this Action.
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* @return {array} The array of objects that was passed to this Action.
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*/
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var Call = function (items, callback, thisArg)
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var Call = function (items, callback, context)
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{
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for (var i = 0; i < items.length; i++)
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{
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var item = items[i];
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callback.call(thisArg, item);
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callback.call(context, item);
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}
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return items;
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@ -4,26 +4,26 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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// compare = Object:
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// {
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// scaleX: 0.5,
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// scaleY: 1
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// }
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/**
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* [description]
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* Takes an array of objects and returns the first element in the array that has properties which match
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* all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }`
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* then it would return the first item which had the property `scaleX` set to 0.5 and `alpha` set to 1.
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*
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* To use this with a Group: `GetFirst(group.getChildren(), compare, index)`
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*
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* @function Phaser.Actions.GetFirst
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* @since 3.0.0
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*
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* @param {array} items - An array of Game Objects. The contents of this array are updated by this Action.
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* @param {object} compare - [description]
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* @param {integer} index - [description]
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* @param {array|Phaser.GameObjects.GameObject[]} items - The array of items to be searched by this action.
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* @param {object} compare - The comparison object. Each property in this object will be checked against the items of the array.
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* @param {integer} [index=0] - An optional offset to start searching from within the items array.
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*
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* @return {array} The array of Game Objects that was passed to this Action.
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* @return {object} The first object in the array that matches the comparison object, or `null` if no match was found.
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*/
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var GetFirst = function (items, compare, index)
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{
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if (index === undefined) { index = 0; }
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for (var i = index; i < items.length; i++)
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{
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var item = items[i];
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@ -6,47 +6,55 @@
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var AlignIn = require('../display/align/in/QuickSet');
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var CONST = require('../display/align/const');
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var GetValue = require('../utils/object/GetValue');
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var GetFastValue = require('../utils/object/GetFastValue');
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var NOOP = require('../utils/NOOP');
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var Zone = require('../gameobjects/zone/Zone');
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var tempZone = new Zone({ sys: { queueDepthSort: NOOP }}, 0, 0, 1, 1);
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/**
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* [description]
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* @typedef {object} GridAlignConfig
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*
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* @property {integer} [width=-1] - The width of the grid in items (not pixels). -1 means lay all items out horizontally, regardless of quantity.
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* If both this value and height are set to -1 then this value overrides it and the `height` value is ignored.
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* @property {integer} [height=-1] - The height of the grid in items (not pixels). -1 means lay all items out vertically, regardless of quantity.
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* If both this value and `width` are set to -1 then `width` overrides it and this value is ignored.
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* @property {boolean} [cellWidth=1] - The width of the cell, in pixels, in which the item is positioned.
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* @property {integer} [cellHeight=1] - The height of the cell, in pixels, in which the item is positioned.
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* @property {integer} [position=0] - The alignment position. One of the Phaser.Display.Align consts such as `TOP_LEFT` or `RIGHT_CENTER`.
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* @property {number} [x=0] - Optionally place the top-left of the final grid at this coordinate.
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* @property {number} [y=0] - Optionally place the top-left of the final grid at this coordinate.
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*/
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/**
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* Takes an array of Game Objects, or any objects that have public `x` and `y` properties,
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* and then aligns them based on the grid configuration given to this action.
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*
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* @function Phaser.Actions.GridAlign
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* @since 3.0.0
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*
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* @param {array} items - An array of Game Objects. The contents of this array are updated by this Action.
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* @param {object} options - [description]
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* @param {array|Phaser.GameObjects.GameObject[]} items - The array of items to be updated by this action.
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* @param {GridAlignConfig} options - The GridAlign Configuration object.
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*
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* @return {array} The array of Game Objects that was passed to this Action.
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* @return {array} The array of objects that were passed to this Action.
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*/
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var GridAlign = function (items, options)
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{
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var width = GetValue(options, 'width', -1);
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var height = GetValue(options, 'height', -1);
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var cellWidth = GetValue(options, 'cellWidth', 1);
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var cellHeight = GetValue(options, 'cellHeight', cellWidth);
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var position = GetValue(options, 'position', CONST.TOP_LEFT);
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var x = GetValue(options, 'x', 0);
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var y = GetValue(options, 'y', 0);
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if (options === undefined) { options = {}; }
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// var centerX = GetValue(options, 'centerX', null);
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// var centerY = GetValue(options, 'centerY', null);
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var width = GetFastValue(options, 'width', -1);
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var height = GetFastValue(options, 'height', -1);
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var cellWidth = GetFastValue(options, 'cellWidth', 1);
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var cellHeight = GetFastValue(options, 'cellHeight', cellWidth);
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var position = GetFastValue(options, 'position', CONST.TOP_LEFT);
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var x = GetFastValue(options, 'x', 0);
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var y = GetFastValue(options, 'y', 0);
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var cx = 0;
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var cy = 0;
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var w = (width * cellWidth);
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var h = (height * cellHeight);
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// If the Grid is centered on a position then we need to calculate it now
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// if (centerX !== null && centerY !== null)
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// {
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//
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// }
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tempZone.setPosition(x, y);
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tempZone.setSize(cellWidth, cellHeight);
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