mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Updated docs
This commit is contained in:
parent
5b532ab2e4
commit
59f7a59312
7 changed files with 104 additions and 42 deletions
|
@ -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);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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) {
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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) {
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue