Updated docs

This commit is contained in:
Richard Davey 2013-06-01 19:59:20 +01:00
parent 5b532ab2e4
commit 59f7a59312
7 changed files with 104 additions and 42 deletions

View file

@ -35,7 +35,7 @@ module Phaser {
this._stageX = x;
this._stageY = y;
this.scaledX = x;
this.scaledY = x;
this.scaledY = y;
this.fx = new CameraFX(this._game, this);
// The view into the world canvas we wish to render
@ -194,12 +194,7 @@ module Phaser {
*/
public isHidden(object): bool {
if (object['cameraBlacklist'] && object['cameraBlacklist'].length > 0 && object['cameraBlacklist'].indexOf(this.ID) == -1)
{
return true;
}
return false;
return (object['cameraBlacklist'] && object['cameraBlacklist'].length > 0 && object['cameraBlacklist'].indexOf(this.ID) == -1);
}

View file

@ -10,6 +10,10 @@ module Phaser.Components {
export class Events {
/**
* The Events component is a collection of events fired by the parent Sprite and its other components.
* @param parent The Sprite using this Input component
*/
constructor(parent: Sprite) {
this.game = parent.game;
@ -22,7 +26,14 @@ module Phaser.Components {
}
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
private _sprite: Sprite;
// Creation and destruction
@ -33,9 +44,25 @@ module Phaser.Components {
public onOutOfBounds: Phaser.Signal;
// Input related events
/**
* Dispatched by the Input component when a pointer moves over an Input enabled sprite.
*/
public onInputOver: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer moves out of an Input enabled sprite.
*/
public onInputOut: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer is pressed down on an Input enabled sprite.
*/
public onInputDown: Phaser.Signal;
/**
* Dispatched by the Input component when a pointer is released over an Input enabled sprite
*/
public onInputUp: Phaser.Signal;
}

View file

@ -13,6 +13,10 @@ module Phaser.Components {
export class Input {
/**
* Sprite Input component constructor
* @param parent The Sprite using this Input component
*/
constructor(parent: Sprite) {
this.game = parent.game;
@ -26,7 +30,7 @@ module Phaser.Components {
}
/**
*
* Reference to Phaser.Game
*/
public game: Game;
@ -35,14 +39,38 @@ module Phaser.Components {
*/
private _sprite: Sprite;
/**
* If enabled the Input component will be updated by the parent Sprite
* @type {Boolean}
*/
public enabled: bool;
/**
* The Input component can monitor either the physics body of the Sprite or the frameBounds
* If checkBody is set to true it will monitor the bounds of the physics body.
* @type {Boolean}
*/
public checkBody: bool;
/**
* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
* @type {Boolean}
*/
public useHandCursor: bool;
public oldX: number;
public oldY: number;
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set with the pointer is over this Sprite.
* @type {number}
*/
public x: number = 0;
/**
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
* This value is only set with the pointer is over this Sprite.
* @type {number}
*/
public y: number = 0;
/**
@ -87,6 +115,10 @@ module Phaser.Components {
**/
public isOut: bool = true;
public oldX: number;
public oldY: number;
/**
* Update
*/
@ -142,14 +174,28 @@ module Phaser.Components {
}
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just over.
* @returns {boolean}
*/
public justOver(delay?:number = 500): bool {
return (this.isOver && this.duration < delay);
}
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just out.
* @returns {boolean}
*/
public justOut(delay?:number = 500): bool {
return (this.isOut && (this.game.time.now - this.timeOut < delay));
}
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
public get duration(): number {
if (this.isOver)

View file

@ -12,9 +12,14 @@ module Phaser.Components {
export class Texture {
/**
* Creates a new Sprite Texture component
* @param parent The Sprite using this Texture to render
* @param key An optional Game.Cache key to load an image from
*/
constructor(parent: Sprite, key?: string = '') {
this._game = parent.game;
this.game = parent.game;
this._sprite = parent;
this.canvas = parent.game.stage.canvas;
@ -31,13 +36,14 @@ module Phaser.Components {
}
/**
*
*/
private _game: Game;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the parent Sprite
*/
private _sprite: Sprite;
@ -53,7 +59,7 @@ module Phaser.Components {
public dynamicTexture: DynamicTexture = null;
/**
* The status of the texture image.
* The load status of the texture image.
* @type {boolean}
*/
public loaded: bool = false;
@ -141,7 +147,6 @@ module Phaser.Components {
* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
* @param key {string} Key of the graphic you want to load for this sprite.
* @param clearAnimations {boolean} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this boolean
* @return {Sprite} Sprite instance itself.
*/
public loadImage(key: string, clearAnimations?: bool = true, updateBody?: bool = true) {
@ -150,11 +155,11 @@ module Phaser.Components {
this._sprite.animations.destroy();
}
if (this._game.cache.getImage(key) !== null)
if (this.game.cache.getImage(key) !== null)
{
this.setTo(this._game.cache.getImage(key), null);
this.setTo(this.game.cache.getImage(key), null);
if (this._game.cache.isSpriteSheet(key))
if (this.game.cache.isSpriteSheet(key))
{
this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
}
@ -176,7 +181,6 @@ module Phaser.Components {
/**
* Load a DynamicTexture as its texture.
* @param texture {DynamicTexture} The texture object to be used by this sprite.
* @return {Sprite} Sprite instance itself.
*/
public loadDynamicTexture(texture: DynamicTexture) {

View file

@ -85,7 +85,7 @@ module Phaser {
if (x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height)
{
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
return;
return null;
}
this.currentRegion = new ScrollRegion(x, y, width, height, speedX, speedY);

View file

@ -214,7 +214,7 @@ module Phaser {
}
/**
* Parset JSON map data and generate tiles.
* Parse JSON map data and generate tiles.
* @param data {string} JSON map data.
* @param key {string} Asset key for tileset image.
*/
@ -384,6 +384,11 @@ module Phaser {
}
/**
* Gets the tile underneath the Input.x/y position
* @param layer The layer to check, defaults to 0
* @returns {Tile}
*/
public getTileFromInputXY(layer?: number = 0):Tile {
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.getWorldX(), this.game.input.getWorldY())];
@ -393,7 +398,7 @@ module Phaser {
/**
* Get tiles overlaps the given object.
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
* @return {array} Array with tiles information. (Each contains x, y and the tile.)
*/
public getTileOverlaps(object: Sprite) {

View file

@ -1,20 +1,5 @@
/**
* Phaser
*
* v1.0.0 - June XX 2013
*
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
*
* Richard Davey (@photonstorm)
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
* and my love of game development took a lot of inspiration.
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
var Phaser;
(function (Phaser) {
Phaser.VERSION = 'Phaser version 1.0.0';
})(Phaser || (Phaser = {}));
//@ sourceMappingURL=Phaser.js.map