mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
Updated jsdocs
This commit is contained in:
parent
965f2b0e74
commit
512c8df232
12 changed files with 295 additions and 158 deletions
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@ -35,7 +35,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {[type]} game
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* @name Phaser.Input.InputManager#game
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* @type {Phaser.Game}
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* @since 3.0.0
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*/
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this.game = game;
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@ -43,7 +44,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {HTMLCanvasElement} canvas
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* @name Phaser.Input.InputManager#canvas
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* @type {HTMLCanvasElement}
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* @since 3.0.0
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*/
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this.canvas;
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@ -51,7 +53,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {object} config
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* @name Phaser.Input.InputManager#config
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* @type {object}
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* @since 3.0.0
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*/
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this.config = config;
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@ -59,7 +62,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {boolean} enabled
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* @name Phaser.Input.InputManager#enabled
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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@ -68,7 +72,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {[type]} events
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* @name Phaser.Input.InputManager#events
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* @type {EventEmitter}
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* @since 3.0.0
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*/
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this.events = new EventEmitter();
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@ -76,7 +81,8 @@ var InputManager = new Class({
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/**
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* Standard FIFO queue.
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*
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* @property {array} queue
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* @name Phaser.Input.InputManager#queue
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* @type {array}
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* @default []
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* @since 3.0.0
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*/
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@ -85,7 +91,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.Keyboard.KeyboardManager} keyboard
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* @name Phaser.Input.InputManager#keyboard
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* @type {Phaser.Input.Keyboard.KeyboardManager}
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* @since 3.0.0
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*/
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this.keyboard = new Keyboard(this);
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@ -93,7 +100,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.Mouse.MouseManager} mouse
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* @name Phaser.Input.InputManager#mouse
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* @type {Phaser.Input.Mouse.MouseManager}
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* @since 3.0.0
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*/
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this.mouse = new Mouse(this);
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@ -101,7 +109,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.Touch.TouchManager} touch
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* @name Phaser.Input.InputManager#touch
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* @type {Phaser.Input.Touch.TouchManager}
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* @since 3.0.0
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*/
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this.touch = new Touch(this);
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@ -109,7 +118,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.Gamepad.GamepadManager} gamepad
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* @name Phaser.Input.InputManager#gamepad
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* @type {Phaser.Input.Gamepad.GamepadManager}
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* @since 3.0.0
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*/
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this.gamepad = new Gamepad(this);
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@ -117,7 +127,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {[type]} activePointer
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* @name Phaser.Input.InputManager#activePointer
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* @type {[type]}
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* @since 3.0.0
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*/
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this.activePointer = new Pointer(this, 0);
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@ -125,7 +136,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {object} scale
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* @name Phaser.Input.InputManager#scale
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* @type {object}
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* @since 3.0.0
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*/
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this.scale = { x: 1, y: 1 };
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@ -136,7 +148,8 @@ var InputManager = new Class({
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* and click something on it, that click will not then be passed down to any other
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* Scene below. Disable this to have input events passed through all Scenes, all the time.
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*
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* @property {boolean} globalTopOnly
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* @name Phaser.Input.InputManager#globalTopOnly
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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@ -145,7 +158,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {boolean} ignoreEvents
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* @name Phaser.Input.InputManager#ignoreEvents
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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@ -154,7 +168,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Geom.Rectangle} bounds
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* @name Phaser.Input.InputManager#bounds
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* @type {Phaser.Geom.Rectangle}
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* @since 3.0.0
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*/
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this.bounds = new Rectangle();
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@ -162,7 +177,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {object} _tempPoint
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* @name Phaser.Input.InputManager#_tempPoint
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* @type {object}
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* @private
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* @since 3.0.0
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*/
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@ -171,7 +187,8 @@ var InputManager = new Class({
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/**
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* [description]
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*
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* @property {array} _tempHitTest
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* @name Phaser.Input.InputManager#_tempHitTest
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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@ -225,7 +242,7 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#update
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* @since 3.0.0
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*
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* @param {[type]} time - [description]
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* @param {number} time - [description]
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*/
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update: function (time)
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{
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@ -310,13 +327,13 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#hitTest
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* @since 3.0.0
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*
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* @param {[type]} x - [description]
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* @param {[type]} y - [description]
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* @param {[type]} gameObjects - [description]
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* @param {[type]} camera - [description]
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* @param {[type]} output - [description]
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* @param {number} x - [description]
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* @param {number} y - [description]
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* @param {array} gameObjects - [description]
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* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
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* @param {array} output - [description]
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*
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* @return {[type]} [description]
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* @return {array} [description]
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*/
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hitTest: function (x, y, gameObjects, camera, output)
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{
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@ -370,9 +387,9 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#pointWithinHitArea
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* @since 3.0.0
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*
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* @param {[type]} gameObject - [description]
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* @param {[type]} x - [description]
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* @param {[type]} y - [description]
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* @param {Phaser.GameObjects.GameObject} gameObject - [description]
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* @param {number} x - [description]
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* @param {number} y - [description]
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*
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* @return {boolean} [description]
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*/
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@ -404,9 +421,9 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#pointWithinInteractiveObject
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* @since 3.0.0
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*
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* @param {[type]} object - [description]
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* @param {[type]} x - [description]
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* @param {[type]} y - [description]
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* @param {Phaser.Input.InteractiveObject} object - [description]
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* @param {number} x - [description]
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* @param {number} y - [description]
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*
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* @return {boolean} [description]
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*/
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@ -433,7 +450,7 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#transformX
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* @since 3.0.0
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*
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* @param {[type]} pageX - [description]
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* @param {number} pageX - [description]
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*
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* @return {number} [description]
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*/
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@ -448,7 +465,7 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#transformY
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* @since 3.0.0
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*
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* @param {[type]} pageY - [description]
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* @param {number} pageY - [description]
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*
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* @return {number} [description]
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*/
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@ -43,7 +43,8 @@ var InputPlugin = new Class({
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/**
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* The Scene that owns this plugin.
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*
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* @property {Phaser.Scene} scene
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* @name Phaser.Input.InputPlugin#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = scene;
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@ -51,7 +52,8 @@ var InputPlugin = new Class({
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/**
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* [description]
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*
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* @property {[type]} systems
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* @name Phaser.Input.InputPlugin#systems
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.systems = scene.sys;
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@ -64,7 +66,8 @@ var InputPlugin = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.InputManager} manager
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* @name Phaser.Input.InputPlugin#manager
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* @type {Phaser.Input.InputManager}
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* @since 3.0.0
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*/
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this.manager = scene.sys.game.input;
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@ -72,7 +75,8 @@ var InputPlugin = new Class({
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/**
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* A reference to this.scene.sys.displayList (set in boot)
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*
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* @property {null} displayList
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* @name Phaser.Input.InputPlugin#displayList
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* @type {Phaser.GameObjects.DisplayList}
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* @since 3.0.0
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*/
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this.displayList;
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@ -80,7 +84,8 @@ var InputPlugin = new Class({
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/**
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* A reference to the this.scene.sys.cameras (set in boot)
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*
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* @property {null} cameras
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* @name Phaser.Input.InputPlugin#cameras
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* @type {null}
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* @since 3.0.0
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*/
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this.cameras;
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@ -88,7 +93,8 @@ var InputPlugin = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.Keyboard.KeyboardManager} keyboard
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* @name Phaser.Input.InputPlugin#keyboard
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* @type {Phaser.Input.Keyboard.KeyboardManager}
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* @since 3.0.0
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*/
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this.keyboard = this.manager.keyboard;
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@ -96,7 +102,8 @@ var InputPlugin = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.Mouse.MouseManager} mouse
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* @name Phaser.Input.InputPlugin#mouse
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* @type {Phaser.Input.Mouse.MouseManager}
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* @since 3.0.0
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*/
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this.mouse = this.manager.mouse;
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@ -104,7 +111,8 @@ var InputPlugin = new Class({
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/**
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* [description]
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*
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* @property {Phaser.Input.Gamepad.GamepadManager} gamepad
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* @name Phaser.Input.InputPlugin#gamepad
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* @type {Phaser.Input.Gamepad.GamepadManager}
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* @since 3.0.0
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*/
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this.gamepad = this.manager.gamepad;
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@ -113,7 +121,8 @@ var InputPlugin = new Class({
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* Only fire callbacks and events on the top-most Game Object in the display list (emulating DOM behavior)
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* and ignore any GOs below it, or call them all?
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*
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* @property {boolean} topOnly
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* @name Phaser.Input.InputPlugin#topOnly
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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@ -126,7 +135,8 @@ var InputPlugin = new Class({
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* This controls how often it will be polled if it hasn't been moved.
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* Set to 0 to poll constantly. Set to -1 to only poll on user movement.
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*
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* @property {integer} pollRate
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* @name Phaser.Input.InputPlugin#pollRate
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* @type {integer}
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* @default -1
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* @since 3.0.0
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*/
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/**
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* [description]
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*
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* @property {number} _pollTimer
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* @name Phaser.Input.InputPlugin#_pollTimer
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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@ -145,7 +156,8 @@ var InputPlugin = new Class({
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/**
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* The distance, in pixels, the pointer has to move while being held down, before it thinks it is being dragged.
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*
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* @property {number} dragDistanceThreshold
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* @name Phaser.Input.InputPlugin#dragDistanceThreshold
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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/**
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* The amount of time, in ms, the pointer has to be held down before it thinks it is dragging.
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*
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* @property {number} dragTimeThreshold
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* @name Phaser.Input.InputPlugin#dragTimeThreshold
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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/**
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* Used to temporarily store the results of the Hit Test
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*
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* @property {array} _temp
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* @name Phaser.Input.InputPlugin#_temp
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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@ -173,7 +187,8 @@ var InputPlugin = new Class({
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/**
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* A list of all Game Objects that have been set to be interactive.
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*
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* @property {array} _list
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* @name Phaser.Input.InputPlugin#_list
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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@ -183,7 +198,8 @@ var InputPlugin = new Class({
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/**
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* Objects waiting to be inserted to the list on the next call to 'begin'.
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*
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* @property {array} _pendingInsertion
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* @name Phaser.Input.InputPlugin#_pendingInsertion
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* @type {array}
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||||
* @private
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||||
* @default []
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||||
* @since 3.0.0
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@ -193,7 +209,8 @@ var InputPlugin = new Class({
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/**
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* Objects waiting to be removed from the list on the next call to 'begin'.
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*
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* @property {array} _pendingRemoval
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* @name Phaser.Input.InputPlugin#_pendingRemoval
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* @type {array}
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* @private
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||||
* @default []
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||||
* @since 3.0.0
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@ -203,7 +220,8 @@ var InputPlugin = new Class({
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/**
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* A list of all Game Objects that have been enabled for dragging.
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||||
*
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||||
* @property {array} _draggable
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* @name Phaser.Input.InputPlugin#_draggable
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* @type {array}
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||||
* @private
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||||
* @default []
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||||
* @since 3.0.0
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@ -213,7 +231,8 @@ var InputPlugin = new Class({
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/**
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* A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID.
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*
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* @property {[type]} _drag
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* @name Phaser.Input.InputPlugin#_drag
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* @type {[type]}
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||||
* @private
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* @since 3.0.0
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*/
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@ -222,7 +241,8 @@ var InputPlugin = new Class({
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/**
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* A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID.
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*
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* @property {[type]} _over
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* @name Phaser.Input.InputPlugin#_over
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* @type {[type]}
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||||
* @private
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* @since 3.0.0
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||||
*/
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@ -231,7 +251,8 @@ var InputPlugin = new Class({
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/**
|
||||
* [description]
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||||
*
|
||||
* @property {[type]} _validTypes
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||||
* @name Phaser.Input.InputPlugin#_validTypes
|
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* @type {[type]}
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||||
* @private
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* @since 3.0.0
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||||
*/
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@ -1499,7 +1520,8 @@ var InputPlugin = new Class({
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* The current active input Pointer.
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||||
*
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||||
* @name Phaser.Input.InputPlugin#activePointer
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* @property {Phaser.Input.Pointer} activePointer
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||||
* @type {Phaser.Input.Pointer}
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* @readOnly
|
||||
* @since 3.0.0
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||||
*/
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||||
activePointer: {
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||||
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@ -1516,7 +1538,8 @@ var InputPlugin = new Class({
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|||
* This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.
|
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*
|
||||
* @name Phaser.Input.InputPlugin#x
|
||||
* @property {number} x
|
||||
* @type {number}
|
||||
* @readOnly
|
||||
* @since 3.0.0
|
||||
*/
|
||||
x: {
|
||||
|
@ -1533,7 +1556,8 @@ var InputPlugin = new Class({
|
|||
* This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.
|
||||
*
|
||||
* @name Phaser.Input.InputPlugin#y
|
||||
* @property {number} y
|
||||
* @type {number}
|
||||
* @readOnly
|
||||
* @since 3.0.0
|
||||
*/
|
||||
y: {
|
||||
|
|
|
@ -37,7 +37,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Input.InputManager} manager
|
||||
* @name Phaser.Input.Pointer#manager
|
||||
* @type {Phaser.Input.InputManager}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.manager = manager;
|
||||
|
@ -45,7 +46,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {integer} id
|
||||
* @name Phaser.Input.Pointer#id
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.id = id;
|
||||
|
@ -53,7 +55,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {null} event
|
||||
* @name Phaser.Input.Pointer#event
|
||||
* @type {null}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.event;
|
||||
|
@ -63,7 +66,8 @@ var Pointer = new Class({
|
|||
* A Pointer can only ever interact with one camera at once, which will be the top-most camera
|
||||
* in the list should multiple cameras be positioned on-top of each other.
|
||||
*
|
||||
* @property {Phaser.Cameras.Scene2D.Camera} camera
|
||||
* @name Phaser.Input.Pointer#camera
|
||||
* @type {Phaser.Cameras.Scene2D.Camera}
|
||||
* @default null
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -77,7 +81,8 @@ var Pointer = new Class({
|
|||
* 8: 4th button (typically the "Browser Back" button)
|
||||
* 16: 5th button (typically the "Browser Forward" button)
|
||||
*
|
||||
* @property {number} buttons
|
||||
* @name Phaser.Input.Pointer#buttons
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -86,7 +91,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Math.Vector2} position
|
||||
* @name Phaser.Input.Pointer#position
|
||||
* @type {Phaser.Math.Vector2}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.position = new Vector2();
|
||||
|
@ -94,7 +100,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* X coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
|
||||
*
|
||||
* @property {number} downX
|
||||
* @name Phaser.Input.Pointer#downX
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -103,7 +110,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* Y coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
|
||||
*
|
||||
* @property {number} downY
|
||||
* @name Phaser.Input.Pointer#downY
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -112,7 +120,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* Time when Button 1 (left button), or Touch, was pressed, used for dragging objects.
|
||||
*
|
||||
* @property {number} downTime
|
||||
* @name Phaser.Input.Pointer#downTime
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -121,7 +130,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* X coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
|
||||
*
|
||||
* @property {number} upX
|
||||
* @name Phaser.Input.Pointer#upX
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -130,7 +140,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* Y coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
|
||||
*
|
||||
* @property {number} upY
|
||||
* @name Phaser.Input.Pointer#upY
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -139,7 +150,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* Time when Button 1 (left button), or Touch, was released, used for dragging objects.
|
||||
*
|
||||
* @property {number} upTime
|
||||
* @name Phaser.Input.Pointer#upTime
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -148,7 +160,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* Is the primary button down? (usually button 0, the left mouse button)
|
||||
*
|
||||
* @property {boolean} primaryDown
|
||||
* @name Phaser.Input.Pointer#primaryDown
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -162,7 +175,8 @@ var Pointer = new Class({
|
|||
* 1 = Being checked if dragging
|
||||
* 2 = Dragging something
|
||||
*
|
||||
* @property {number} dragState
|
||||
* @name Phaser.Input.Pointer#dragState
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -171,7 +185,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* Is _any_ button on this pointer considered as being down?
|
||||
*
|
||||
* @property {boolean} isDown
|
||||
* @name Phaser.Input.Pointer#isDown
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -180,7 +195,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} dirty
|
||||
* @name Phaser.Input.Pointer#dirty
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -189,7 +205,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} justDown
|
||||
* @name Phaser.Input.Pointer#justDown
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -198,7 +215,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} justUp
|
||||
* @name Phaser.Input.Pointer#justUp
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -207,7 +225,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} justMoved
|
||||
* @name Phaser.Input.Pointer#justMoved
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -216,7 +235,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* Did the previous input event come from a Touch input (true) or Mouse? (false)
|
||||
*
|
||||
* @property {boolean} wasTouch
|
||||
* @name Phaser.Input.Pointer#wasTouch
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -225,7 +245,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* If the mouse is locked, the horizontal relative movement of the Pointer in pixels since last frame.
|
||||
*
|
||||
* @property {number} movementX
|
||||
* @name Phaser.Input.Pointer#movementX
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -234,7 +255,8 @@ var Pointer = new Class({
|
|||
/**
|
||||
* If the mouse is locked, the vertical relative movement of the Pointer in pixels since last frame.
|
||||
*
|
||||
* @property {number} movementY
|
||||
* @name Phaser.Input.Pointer#movementY
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -261,7 +283,7 @@ var Pointer = new Class({
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.Input.Pointer#x
|
||||
* @property {number} x
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
x: {
|
||||
|
@ -282,7 +304,7 @@ var Pointer = new Class({
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.Input.Pointer#y
|
||||
* @property {number} y
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
y: {
|
||||
|
|
|
@ -27,7 +27,8 @@ var Axis = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} pad
|
||||
* @name Phaser.Input.Gamepad.Axis#pad
|
||||
* @type {Phaser.Input.Gamepad.Gamepad}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.pad = pad;
|
||||
|
@ -35,7 +36,8 @@ var Axis = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} events
|
||||
* @name Phaser.Input.Gamepad.Axis#events
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.events = pad.events;
|
||||
|
@ -43,7 +45,8 @@ var Axis = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {integer} index
|
||||
* @name Phaser.Input.Gamepad.Axis#index
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.index = index;
|
||||
|
@ -51,7 +54,8 @@ var Axis = new Class({
|
|||
/**
|
||||
* Between -1 and 1 with 0 being dead center.
|
||||
*
|
||||
* @property {float} value
|
||||
* @name Phaser.Input.Gamepad.Axis#value
|
||||
* @type {float}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
|
|
@ -27,7 +27,8 @@ var Button = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} pad
|
||||
* @name Phaser.Input.Gamepad.Button#pad
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.pad = pad;
|
||||
|
@ -35,7 +36,8 @@ var Button = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} events
|
||||
* @name Phaser.Input.Gamepad.Button#events
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.events = pad.events;
|
||||
|
@ -43,7 +45,8 @@ var Button = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {integer} index
|
||||
* @name Phaser.Input.Gamepad.Button#index
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.index = index;
|
||||
|
@ -51,7 +54,8 @@ var Button = new Class({
|
|||
/**
|
||||
* Between 0 and 1.
|
||||
*
|
||||
* @property {float} value
|
||||
* @name Phaser.Input.Gamepad.Button#value
|
||||
* @type {float}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -60,7 +64,8 @@ var Button = new Class({
|
|||
/**
|
||||
* Can be set for Analogue buttons to enable a 'pressure' threshold before considered as 'pressed'.
|
||||
*
|
||||
* @property {float} threshold
|
||||
* @name Phaser.Input.Gamepad.Button#threshold
|
||||
* @type {float}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -69,7 +74,8 @@ var Button = new Class({
|
|||
/**
|
||||
* Is the Button being pressed down or not?
|
||||
*
|
||||
* @property {boolean} pressed
|
||||
* @name Phaser.Input.Gamepad.Button#pressed
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
|
|
@ -30,7 +30,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Input.Gamepad.GamepadManager} manager
|
||||
* @name Phaser.Input.Gamepad.Gamepad#manager
|
||||
* @type {Phaser.Input.Gamepad.GamepadManager}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.manager = manager;
|
||||
|
@ -38,7 +39,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} events
|
||||
* @name Phaser.Input.Gamepad.Gamepad#events
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.events = manager.events;
|
||||
|
@ -46,7 +48,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} id
|
||||
* @name Phaser.Input.Gamepad.Gamepad#id
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.id = id;
|
||||
|
@ -54,7 +57,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} index
|
||||
* @name Phaser.Input.Gamepad.Gamepad#index
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.index = index;
|
||||
|
@ -62,7 +66,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} connected
|
||||
* @name Phaser.Input.Gamepad.Gamepad#connected
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -71,7 +76,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {number} timestamp
|
||||
* @name Phaser.Input.Gamepad.Gamepad#timestamp
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -80,7 +86,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} buttons
|
||||
* @name Phaser.Input.Gamepad.Gamepad#buttons
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -89,7 +96,8 @@ var Gamepad = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} axes
|
||||
* @name Phaser.Input.Gamepad.Gamepad#axes
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
|
|
@ -32,7 +32,8 @@ var GamepadManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Input.InputManager} manager
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#manager
|
||||
* @type {Phaser.Input.InputManager}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.manager = inputManager;
|
||||
|
@ -40,7 +41,8 @@ var GamepadManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {[type]} events
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#events
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.events = inputManager.events;
|
||||
|
@ -48,7 +50,8 @@ var GamepadManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#enabled
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -57,7 +60,8 @@ var GamepadManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {null} target
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#target
|
||||
* @type {null}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.target;
|
||||
|
@ -65,7 +69,8 @@ var GamepadManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {null} handler
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#handler
|
||||
* @type {null}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.handler;
|
||||
|
@ -73,7 +78,8 @@ var GamepadManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} gamepads
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#gamepads
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -82,7 +88,8 @@ var GamepadManager = new Class({
|
|||
/**
|
||||
* Standard FIFO queue.
|
||||
*
|
||||
* @property {array} queue
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#queue
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -362,7 +369,7 @@ var GamepadManager = new Class({
|
|||
* The total number of connected game pads.
|
||||
*
|
||||
* @name Phaser.Input.Gamepad.GamepadManager#total
|
||||
* @property {number} total
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
total: {
|
||||
|
|
|
@ -25,7 +25,7 @@ var ProcessKeyUp = require('./keys/ProcessKeyUp');
|
|||
* So please check your extensions before opening Phaser issues.
|
||||
*
|
||||
* @class KeyboardManager
|
||||
* @extends eventemitter3
|
||||
* @extends EventEmitter
|
||||
* @memberOf Phaser.Input.Keyboard
|
||||
* @constructor
|
||||
* @since 3.0.0
|
||||
|
@ -45,7 +45,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Input.InputManager} manager
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#manager
|
||||
* @type {Phaser.Input.InputManager}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.manager = inputManager;
|
||||
|
@ -53,7 +54,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#enabled
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -62,7 +64,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {null} target
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#target
|
||||
* @type {null}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.target;
|
||||
|
@ -70,7 +73,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} keys
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#keys
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -79,7 +83,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} combos
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#combos
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -88,7 +93,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} captures
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#captures
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -97,7 +103,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} queue
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#queue
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -106,7 +113,8 @@ var KeyboardManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {any} handler
|
||||
* @name Phaser.Input.Keyboard.KeyboardManager#handler
|
||||
* @type {any}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.handler;
|
||||
|
|
|
@ -45,7 +45,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Input.Keyboard.KeyboardManager} manager
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#manager
|
||||
* @type {Phaser.Input.Keyboard.KeyboardManager}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.manager = keyboardManager;
|
||||
|
@ -53,7 +54,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#enabled
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -62,7 +64,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {array} keyCodes
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#keyCodes
|
||||
* @type {array}
|
||||
* @default []
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -91,7 +94,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* The current keyCode the combo is waiting for.
|
||||
*
|
||||
* @property {[type]} current
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#current
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.current = this.keyCodes[0];
|
||||
|
@ -99,7 +103,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* The current index of the key being waited for in the 'keys' string.
|
||||
*
|
||||
* @property {number} index
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#index
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -108,7 +113,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* The length of this combo (in keycodes)
|
||||
*
|
||||
* @property {[type]} size
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#size
|
||||
* @type {[type]}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.size = this.keyCodes.length;
|
||||
|
@ -116,7 +122,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* The time the previous key in the combo was matched.
|
||||
*
|
||||
* @property {number} timeLastMatched
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#timeLastMatched
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -125,7 +132,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* Has this Key Combo been matched yet?
|
||||
*
|
||||
* @property {boolean} matched
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#matched
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -134,7 +142,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* The time the entire combo was matched.
|
||||
*
|
||||
* @property {number} timeMatched
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#timeMatched
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -143,7 +152,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* If they press the wrong key do we reset the combo?
|
||||
*
|
||||
* @property {boolean} resetOnWrongKey
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#resetOnWrongKey
|
||||
* @type {boolean}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -152,7 +162,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* The max delay in ms between each key press. Above this the combo is reset. 0 means disabled.
|
||||
*
|
||||
* @property {integer} maxKeyDelay
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#maxKeyDelay
|
||||
* @type {integer}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -161,7 +172,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* If previously matched and they press Key 1 again, will it reset?
|
||||
*
|
||||
* @property {boolean} resetOnMatch
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#resetOnMatch
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -170,7 +182,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* If the combo matches, will it delete itself?
|
||||
*
|
||||
* @property {boolean} deleteOnMatch
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#deleteOnMatch
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -205,7 +218,8 @@ var KeyCombo = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {function} onKeyDown
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#onKeyDown
|
||||
* @type {function}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.onKeyDown = onKeyDownHandler;
|
||||
|
@ -217,7 +231,7 @@ var KeyCombo = new Class({
|
|||
* How far complete is this combo? A value between 0 and 1.
|
||||
*
|
||||
* @name Phaser.Input.Keyboard.KeyCombo#progress
|
||||
* @property {number} progress
|
||||
* @type {number}
|
||||
* @readOnly
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
|
|
@ -27,7 +27,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The keycode of this key.
|
||||
*
|
||||
* @property {integer} keyCode
|
||||
* @name Phaser.Input.Keyboard.Key#keyCode
|
||||
* @type {integer}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.keyCode = keyCode;
|
||||
|
@ -35,7 +36,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The original DOM event.
|
||||
*
|
||||
* @property {KeyboardEvent} originalEvent
|
||||
* @name Phaser.Input.Keyboard.Key#originalEvent
|
||||
* @type {KeyboardEvent}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.originalEvent = undefined;
|
||||
|
@ -43,7 +45,8 @@ var Key = new Class({
|
|||
/**
|
||||
* Should this Key prevent event propagation?
|
||||
*
|
||||
* @property {boolean} preventDefault
|
||||
* @name Phaser.Input.Keyboard.Key#preventDefault
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -52,7 +55,8 @@ var Key = new Class({
|
|||
/**
|
||||
* Can this Key be processed?
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @name Phaser.Input.Keyboard.Key#enabled
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -61,7 +65,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
|
||||
*
|
||||
* @property {boolean} isDown
|
||||
* @name Phaser.Input.Keyboard.Key#isDown
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -70,7 +75,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
|
||||
*
|
||||
* @property {boolean} isUp
|
||||
* @name Phaser.Input.Keyboard.Key#isUp
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -79,7 +85,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The down state of the ALT key, if pressed at the same time as this key.
|
||||
*
|
||||
* @property {boolean} altKey
|
||||
* @name Phaser.Input.Keyboard.Key#altKey
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -88,7 +95,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The down state of the CTRL key, if pressed at the same time as this key.
|
||||
*
|
||||
* @property {boolean} ctrlKey
|
||||
* @name Phaser.Input.Keyboard.Key#ctrlKey
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -97,7 +105,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The down state of the SHIFT key, if pressed at the same time as this key.
|
||||
*
|
||||
* @property {boolean} shiftKey
|
||||
* @name Phaser.Input.Keyboard.Key#shiftKey
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -106,7 +115,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The location of the modifier key. 0 for standard (or unknown), 1 for left, 2 for right, 3 for numpad.
|
||||
*
|
||||
* @property {number} location
|
||||
* @name Phaser.Input.Keyboard.Key#location
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -115,7 +125,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The timestamp when the key was last pressed down.
|
||||
*
|
||||
* @property {number} timeDown
|
||||
* @name Phaser.Input.Keyboard.Key#timeDown
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -126,7 +137,8 @@ var Key = new Class({
|
|||
* If the key is down this value holds the duration of that key press and is constantly updated.
|
||||
* If the key is up it holds the duration of the previous down session.
|
||||
*
|
||||
* @property {number} duration
|
||||
* @name Phaser.Input.Keyboard.Key#duration
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -135,7 +147,8 @@ var Key = new Class({
|
|||
/**
|
||||
* The timestamp when the key was last released.
|
||||
*
|
||||
* @property {number} timeUp
|
||||
* @name Phaser.Input.Keyboard.Key#timeUp
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -144,7 +157,8 @@ var Key = new Class({
|
|||
/**
|
||||
* If a key is held down this holds down the number of times the key has 'repeated'.
|
||||
*
|
||||
* @property {number} repeats
|
||||
* @name Phaser.Input.Keyboard.Key#repeats
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -153,7 +167,8 @@ var Key = new Class({
|
|||
/**
|
||||
* True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
*
|
||||
* @property {boolean} _justDown
|
||||
* @name Phaser.Input.Keyboard.Key#_justDown
|
||||
* @type {boolean}
|
||||
* @private
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
|
@ -163,7 +178,8 @@ var Key = new Class({
|
|||
/**
|
||||
* True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
*
|
||||
* @property {boolean} _justUp
|
||||
* @name Phaser.Input.Keyboard.Key#_justUp
|
||||
* @type {boolean}
|
||||
* @private
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
|
|
|
@ -30,7 +30,8 @@ var MouseManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Input.InputManager} manager
|
||||
* @name Phaser.Input.Mouse.MouseManager#manager
|
||||
* @type {Phaser.Input.InputManager}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.manager = inputManager;
|
||||
|
@ -38,7 +39,8 @@ var MouseManager = new Class({
|
|||
/**
|
||||
* If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
|
||||
*
|
||||
* @property {boolean} capture
|
||||
* @name Phaser.Input.Mouse.MouseManager#capture
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -47,7 +49,8 @@ var MouseManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @name Phaser.Input.Mouse.MouseManager#enabled
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -56,7 +59,8 @@ var MouseManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {null} target
|
||||
* @name Phaser.Input.Mouse.MouseManager#target
|
||||
* @type {null}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.target;
|
||||
|
@ -64,7 +68,8 @@ var MouseManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {null} handler
|
||||
* @name Phaser.Input.Mouse.MouseManager#handler
|
||||
* @type {null}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.handler;
|
||||
|
@ -72,7 +77,8 @@ var MouseManager = new Class({
|
|||
/**
|
||||
* If the mouse has been pointer locked successfully this will be set to true.
|
||||
*
|
||||
* @property {boolean} locked
|
||||
* @name Phaser.Input.Mouse.MouseManager#locked
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -115,7 +121,7 @@ var MouseManager = new Class({
|
|||
* @method Phaser.Input.Mouse.MouseManager#disableContextMenu
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {[type]} [description]
|
||||
* @return {Phaser.Input.Mouse.MouseManager} [description]
|
||||
*/
|
||||
disableContextMenu: function ()
|
||||
{
|
||||
|
|
|
@ -30,7 +30,8 @@ var TouchManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {Phaser.Input.InputManager} manager
|
||||
* @name Phaser.Input.Touch.TouchManager#manager
|
||||
* @type {Phaser.Input.InputManager}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.manager = inputManager;
|
||||
|
@ -38,7 +39,8 @@ var TouchManager = new Class({
|
|||
/**
|
||||
* If true the DOM events will have event.preventDefault applied to them, if false they will propagate fully.
|
||||
*
|
||||
* @property {boolean} capture
|
||||
* @name Phaser.Input.Touch.TouchManager#capture
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -47,7 +49,8 @@ var TouchManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @name Phaser.Input.Touch.TouchManager#enabled
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -56,7 +59,8 @@ var TouchManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {null} target
|
||||
* @name Phaser.Input.Touch.TouchManager#target
|
||||
* @type {null}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.target;
|
||||
|
@ -64,7 +68,8 @@ var TouchManager = new Class({
|
|||
/**
|
||||
* [description]
|
||||
*
|
||||
* @property {function} handler
|
||||
* @name Phaser.Input.Touch.TouchManager#handler
|
||||
* @type {function}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.handler;
|
||||
|
|
Loading…
Reference in a new issue