Updated jsdocs

This commit is contained in:
Richard Davey 2018-02-13 01:13:12 +00:00
parent 965f2b0e74
commit 512c8df232
12 changed files with 295 additions and 158 deletions

View file

@ -35,7 +35,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {[type]} game
* @name Phaser.Input.InputManager#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
@ -43,7 +44,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {HTMLCanvasElement} canvas
* @name Phaser.Input.InputManager#canvas
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
this.canvas;
@ -51,7 +53,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {object} config
* @name Phaser.Input.InputManager#config
* @type {object}
* @since 3.0.0
*/
this.config = config;
@ -59,7 +62,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {boolean} enabled
* @name Phaser.Input.InputManager#enabled
* @type {boolean}
* @default true
* @since 3.0.0
*/
@ -68,7 +72,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {[type]} events
* @name Phaser.Input.InputManager#events
* @type {EventEmitter}
* @since 3.0.0
*/
this.events = new EventEmitter();
@ -76,7 +81,8 @@ var InputManager = new Class({
/**
* Standard FIFO queue.
*
* @property {array} queue
* @name Phaser.Input.InputManager#queue
* @type {array}
* @default []
* @since 3.0.0
*/
@ -85,7 +91,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {Phaser.Input.Keyboard.KeyboardManager} keyboard
* @name Phaser.Input.InputManager#keyboard
* @type {Phaser.Input.Keyboard.KeyboardManager}
* @since 3.0.0
*/
this.keyboard = new Keyboard(this);
@ -93,7 +100,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {Phaser.Input.Mouse.MouseManager} mouse
* @name Phaser.Input.InputManager#mouse
* @type {Phaser.Input.Mouse.MouseManager}
* @since 3.0.0
*/
this.mouse = new Mouse(this);
@ -101,7 +109,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {Phaser.Input.Touch.TouchManager} touch
* @name Phaser.Input.InputManager#touch
* @type {Phaser.Input.Touch.TouchManager}
* @since 3.0.0
*/
this.touch = new Touch(this);
@ -109,7 +118,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {Phaser.Input.Gamepad.GamepadManager} gamepad
* @name Phaser.Input.InputManager#gamepad
* @type {Phaser.Input.Gamepad.GamepadManager}
* @since 3.0.0
*/
this.gamepad = new Gamepad(this);
@ -117,7 +127,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {[type]} activePointer
* @name Phaser.Input.InputManager#activePointer
* @type {[type]}
* @since 3.0.0
*/
this.activePointer = new Pointer(this, 0);
@ -125,7 +136,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {object} scale
* @name Phaser.Input.InputManager#scale
* @type {object}
* @since 3.0.0
*/
this.scale = { x: 1, y: 1 };
@ -136,7 +148,8 @@ var InputManager = new Class({
* and click something on it, that click will not then be passed down to any other
* Scene below. Disable this to have input events passed through all Scenes, all the time.
*
* @property {boolean} globalTopOnly
* @name Phaser.Input.InputManager#globalTopOnly
* @type {boolean}
* @default true
* @since 3.0.0
*/
@ -145,7 +158,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {boolean} ignoreEvents
* @name Phaser.Input.InputManager#ignoreEvents
* @type {boolean}
* @default false
* @since 3.0.0
*/
@ -154,7 +168,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {Phaser.Geom.Rectangle} bounds
* @name Phaser.Input.InputManager#bounds
* @type {Phaser.Geom.Rectangle}
* @since 3.0.0
*/
this.bounds = new Rectangle();
@ -162,7 +177,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {object} _tempPoint
* @name Phaser.Input.InputManager#_tempPoint
* @type {object}
* @private
* @since 3.0.0
*/
@ -171,7 +187,8 @@ var InputManager = new Class({
/**
* [description]
*
* @property {array} _tempHitTest
* @name Phaser.Input.InputManager#_tempHitTest
* @type {array}
* @private
* @default []
* @since 3.0.0
@ -225,7 +242,7 @@ var InputManager = new Class({
* @method Phaser.Input.InputManager#update
* @since 3.0.0
*
* @param {[type]} time - [description]
* @param {number} time - [description]
*/
update: function (time)
{
@ -310,13 +327,13 @@ var InputManager = new Class({
* @method Phaser.Input.InputManager#hitTest
* @since 3.0.0
*
* @param {[type]} x - [description]
* @param {[type]} y - [description]
* @param {[type]} gameObjects - [description]
* @param {[type]} camera - [description]
* @param {[type]} output - [description]
* @param {number} x - [description]
* @param {number} y - [description]
* @param {array} gameObjects - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
* @param {array} output - [description]
*
* @return {[type]} [description]
* @return {array} [description]
*/
hitTest: function (x, y, gameObjects, camera, output)
{
@ -370,9 +387,9 @@ var InputManager = new Class({
* @method Phaser.Input.InputManager#pointWithinHitArea
* @since 3.0.0
*
* @param {[type]} gameObject - [description]
* @param {[type]} x - [description]
* @param {[type]} y - [description]
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {boolean} [description]
*/
@ -404,9 +421,9 @@ var InputManager = new Class({
* @method Phaser.Input.InputManager#pointWithinInteractiveObject
* @since 3.0.0
*
* @param {[type]} object - [description]
* @param {[type]} x - [description]
* @param {[type]} y - [description]
* @param {Phaser.Input.InteractiveObject} object - [description]
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {boolean} [description]
*/
@ -433,7 +450,7 @@ var InputManager = new Class({
* @method Phaser.Input.InputManager#transformX
* @since 3.0.0
*
* @param {[type]} pageX - [description]
* @param {number} pageX - [description]
*
* @return {number} [description]
*/
@ -448,7 +465,7 @@ var InputManager = new Class({
* @method Phaser.Input.InputManager#transformY
* @since 3.0.0
*
* @param {[type]} pageY - [description]
* @param {number} pageY - [description]
*
* @return {number} [description]
*/

View file

@ -43,7 +43,8 @@ var InputPlugin = new Class({
/**
* The Scene that owns this plugin.
*
* @property {Phaser.Scene} scene
* @name Phaser.Input.InputPlugin#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
@ -51,7 +52,8 @@ var InputPlugin = new Class({
/**
* [description]
*
* @property {[type]} systems
* @name Phaser.Input.InputPlugin#systems
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.systems = scene.sys;
@ -64,7 +66,8 @@ var InputPlugin = new Class({
/**
* [description]
*
* @property {Phaser.Input.InputManager} manager
* @name Phaser.Input.InputPlugin#manager
* @type {Phaser.Input.InputManager}
* @since 3.0.0
*/
this.manager = scene.sys.game.input;
@ -72,7 +75,8 @@ var InputPlugin = new Class({
/**
* A reference to this.scene.sys.displayList (set in boot)
*
* @property {null} displayList
* @name Phaser.Input.InputPlugin#displayList
* @type {Phaser.GameObjects.DisplayList}
* @since 3.0.0
*/
this.displayList;
@ -80,7 +84,8 @@ var InputPlugin = new Class({
/**
* A reference to the this.scene.sys.cameras (set in boot)
*
* @property {null} cameras
* @name Phaser.Input.InputPlugin#cameras
* @type {null}
* @since 3.0.0
*/
this.cameras;
@ -88,7 +93,8 @@ var InputPlugin = new Class({
/**
* [description]
*
* @property {Phaser.Input.Keyboard.KeyboardManager} keyboard
* @name Phaser.Input.InputPlugin#keyboard
* @type {Phaser.Input.Keyboard.KeyboardManager}
* @since 3.0.0
*/
this.keyboard = this.manager.keyboard;
@ -96,7 +102,8 @@ var InputPlugin = new Class({
/**
* [description]
*
* @property {Phaser.Input.Mouse.MouseManager} mouse
* @name Phaser.Input.InputPlugin#mouse
* @type {Phaser.Input.Mouse.MouseManager}
* @since 3.0.0
*/
this.mouse = this.manager.mouse;
@ -104,7 +111,8 @@ var InputPlugin = new Class({
/**
* [description]
*
* @property {Phaser.Input.Gamepad.GamepadManager} gamepad
* @name Phaser.Input.InputPlugin#gamepad
* @type {Phaser.Input.Gamepad.GamepadManager}
* @since 3.0.0
*/
this.gamepad = this.manager.gamepad;
@ -113,7 +121,8 @@ var InputPlugin = new Class({
* Only fire callbacks and events on the top-most Game Object in the display list (emulating DOM behavior)
* and ignore any GOs below it, or call them all?
*
* @property {boolean} topOnly
* @name Phaser.Input.InputPlugin#topOnly
* @type {boolean}
* @default true
* @since 3.0.0
*/
@ -126,7 +135,8 @@ var InputPlugin = new Class({
* This controls how often it will be polled if it hasn't been moved.
* Set to 0 to poll constantly. Set to -1 to only poll on user movement.
*
* @property {integer} pollRate
* @name Phaser.Input.InputPlugin#pollRate
* @type {integer}
* @default -1
* @since 3.0.0
*/
@ -135,7 +145,8 @@ var InputPlugin = new Class({
/**
* [description]
*
* @property {number} _pollTimer
* @name Phaser.Input.InputPlugin#_pollTimer
* @type {number}
* @private
* @default 0
* @since 3.0.0
@ -145,7 +156,8 @@ var InputPlugin = new Class({
/**
* The distance, in pixels, the pointer has to move while being held down, before it thinks it is being dragged.
*
* @property {number} dragDistanceThreshold
* @name Phaser.Input.InputPlugin#dragDistanceThreshold
* @type {number}
* @default 0
* @since 3.0.0
*/
@ -154,7 +166,8 @@ var InputPlugin = new Class({
/**
* The amount of time, in ms, the pointer has to be held down before it thinks it is dragging.
*
* @property {number} dragTimeThreshold
* @name Phaser.Input.InputPlugin#dragTimeThreshold
* @type {number}
* @default 0
* @since 3.0.0
*/
@ -163,7 +176,8 @@ var InputPlugin = new Class({
/**
* Used to temporarily store the results of the Hit Test
*
* @property {array} _temp
* @name Phaser.Input.InputPlugin#_temp
* @type {array}
* @private
* @default []
* @since 3.0.0
@ -173,7 +187,8 @@ var InputPlugin = new Class({
/**
* A list of all Game Objects that have been set to be interactive.
*
* @property {array} _list
* @name Phaser.Input.InputPlugin#_list
* @type {array}
* @private
* @default []
* @since 3.0.0
@ -183,7 +198,8 @@ var InputPlugin = new Class({
/**
* Objects waiting to be inserted to the list on the next call to 'begin'.
*
* @property {array} _pendingInsertion
* @name Phaser.Input.InputPlugin#_pendingInsertion
* @type {array}
* @private
* @default []
* @since 3.0.0
@ -193,7 +209,8 @@ var InputPlugin = new Class({
/**
* Objects waiting to be removed from the list on the next call to 'begin'.
*
* @property {array} _pendingRemoval
* @name Phaser.Input.InputPlugin#_pendingRemoval
* @type {array}
* @private
* @default []
* @since 3.0.0
@ -203,7 +220,8 @@ var InputPlugin = new Class({
/**
* A list of all Game Objects that have been enabled for dragging.
*
* @property {array} _draggable
* @name Phaser.Input.InputPlugin#_draggable
* @type {array}
* @private
* @default []
* @since 3.0.0
@ -213,7 +231,8 @@ var InputPlugin = new Class({
/**
* A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID.
*
* @property {[type]} _drag
* @name Phaser.Input.InputPlugin#_drag
* @type {[type]}
* @private
* @since 3.0.0
*/
@ -222,7 +241,8 @@ var InputPlugin = new Class({
/**
* A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID.
*
* @property {[type]} _over
* @name Phaser.Input.InputPlugin#_over
* @type {[type]}
* @private
* @since 3.0.0
*/
@ -231,7 +251,8 @@ var InputPlugin = new Class({
/**
* [description]
*
* @property {[type]} _validTypes
* @name Phaser.Input.InputPlugin#_validTypes
* @type {[type]}
* @private
* @since 3.0.0
*/
@ -1499,7 +1520,8 @@ var InputPlugin = new Class({
* The current active input Pointer.
*
* @name Phaser.Input.InputPlugin#activePointer
* @property {Phaser.Input.Pointer} activePointer
* @type {Phaser.Input.Pointer}
* @readOnly
* @since 3.0.0
*/
activePointer: {
@ -1516,7 +1538,8 @@ 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#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: {

View file

@ -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: {

View file

@ -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
*/

View file

@ -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
*/

View file

@ -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
*/

View file

@ -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: {

View file

@ -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;

View file

@ -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
*/

View file

@ -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

View file

@ -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 ()
{

View file

@ -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;