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Updated docs. Fix #5128
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2 changed files with 113 additions and 110 deletions
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@ -64,7 +64,7 @@
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My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
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@samme @SanderVanhove @SirJosh3917 @mooreInteractive @A-312 @lozzajp @mikewesthad @j-waters
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@samme @SanderVanhove @SirJosh3917 @mooreInteractive @A-312 @lozzajp @mikewesthad @j-waters @futuremarc
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## Version 3.23 - Ginro - 27th April 2020
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@ -16,51 +16,54 @@ var Vector4 = require('../../math/Vector4');
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/**
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* @classdesc
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* DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game.
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*
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*
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* In order for DOM Elements to display you have to enable them by adding the following to your game
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* configuration object:
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*
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*
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* ```javascript
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* dom {
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* createContainer: true
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* }
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* ```
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*
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*
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* When this is added, Phaser will automatically create a DOM Container div that is positioned over the top
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* of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of
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* settings within the Scale Manager, the dom container is resized accordingly.
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*
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*
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* You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing
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* Element that you wish to be placed under the control of Phaser. For example:
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*
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*
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* ```javascript
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* this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
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* ```
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*
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*
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* The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in
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* the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case,
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* it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.
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*
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*
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* You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control
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* alignment and positioning of the elements next to regular game content.
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*
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*
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* Rather than specify the CSS and HTML directly you can use the `load.html` File Loader to load it into the
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* cache and then use the `createFromCache` method instead. You can also use `createFromHTML` and various other
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* methods available in this class to help construct your elements.
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*
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*
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* Once the element has been created you can then control it like you would any other Game Object. You can set its
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* position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped
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* at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that
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* they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have
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* a DOM Element, then a Sprite, then another DOM Element behind it.
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*
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*
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* They also cannot be enabled for input. To do that, you have to use the `addListener` method to add native event
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* listeners directly. The final limitation is to do with cameras. The DOM Container is sized to match the game canvas
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* entirely and clipped accordingly. DOM Elements respect camera scrolling and scrollFactor settings, but if you
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* change the size of the camera so it no longer matches the size of the canvas, they won't be clipped accordingly.
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*
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*
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* Also, all DOM Elements are inserted into the same DOM Container, regardless of which Scene they are created in.
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*
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*
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* Note that you should only have DOM Elements in a Scene with a _single_ Camera. If you require multiple cameras,
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* use parallel scenes to achieve this.
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*
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* DOM Elements are a powerful way to align native HTML with your Phaser Game Objects. For example, you can insert
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* a login form for a multiplayer game directly into your title screen. Or a text input box for a highscore table.
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* Or a banner ad from a 3rd party service. Or perhaps you'd like to use them for high resolution text display and
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@ -111,7 +114,7 @@ var DOMElement = new Class({
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/**
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* A reference to the parent DOM Container that the Game instance created when it started.
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*
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*
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* @name Phaser.GameObjects.DOMElement#parent
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* @type {Element}
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* @since 3.17.0
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@ -120,7 +123,7 @@ var DOMElement = new Class({
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/**
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* A reference to the HTML Cache.
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*
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*
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* @name Phaser.GameObjects.DOMElement#cache
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* @type {Phaser.Cache.BaseCache}
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* @since 3.17.0
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@ -130,7 +133,7 @@ var DOMElement = new Class({
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/**
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* The actual DOM Element that this Game Object is bound to. For example, if you've created a `<div>`
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* then this property is a direct reference to that element within the dom.
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*
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*
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* @name Phaser.GameObjects.DOMElement#node
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* @type {Element}
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* @since 3.17.0
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@ -142,10 +145,10 @@ var DOMElement = new Class({
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* updated when its rendered. If, for some reason, you don't want any of these changed other than the
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* CSS transform, then set this flag to `true`. When `true` only the CSS Transform is applied and it's
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* up to you to keep track of and set the other properties as required.
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*
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*
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* This can be handy if, for example, you've a nested DOM Element and you don't want the opacity to be
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* picked-up by any of its children.
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*
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*
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* @name Phaser.GameObjects.DOMElement#transformOnly
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* @type {boolean}
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* @since 3.17.0
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@ -154,9 +157,9 @@ var DOMElement = new Class({
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/**
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* The angle, in radians, by which to skew the DOM Element on the horizontal axis.
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*
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*
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* https://developer.mozilla.org/en-US/docs/Web/CSS/transform
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*
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*
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* @name Phaser.GameObjects.DOMElement#skewX
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* @type {number}
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* @since 3.17.0
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@ -165,9 +168,9 @@ var DOMElement = new Class({
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/**
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* The angle, in radians, by which to skew the DOM Element on the vertical axis.
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*
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*
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* https://developer.mozilla.org/en-US/docs/Web/CSS/transform
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*
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*
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* @name Phaser.GameObjects.DOMElement#skewY
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* @type {number}
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* @since 3.17.0
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@ -176,13 +179,13 @@ var DOMElement = new Class({
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/**
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* A Vector4 that contains the 3D rotation of this DOM Element around a fixed axis in 3D space.
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*
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*
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* All values in the Vector4 are treated as degrees, unless the `rotate3dAngle` property is changed.
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*
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*
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* For more details see the following MDN page:
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*
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*
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* https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d
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*
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*
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* @name Phaser.GameObjects.DOMElement#rotate3d
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* @type {Phaser.Math.Vector4}
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* @since 3.17.0
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/**
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* The unit that represents the 3D rotation values. By default this is `deg` for degrees, but can
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* be changed to any supported unit. See this page for further details:
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*
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*
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* https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d
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*
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*
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* @name Phaser.GameObjects.DOMElement#rotate3dAngle
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* @type {string}
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* @since 3.17.0
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@ -203,11 +206,11 @@ var DOMElement = new Class({
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/**
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* The native (un-scaled) width of this Game Object.
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*
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*
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* For a DOM Element this property is read-only.
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*
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*
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* The property `displayWidth` holds the computed bounds of this DOM Element, factoring in scaling.
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*
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*
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* @name Phaser.GameObjects.DOMElement#width
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* @type {number}
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* @readonly
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@ -217,11 +220,11 @@ var DOMElement = new Class({
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/**
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* The native (un-scaled) height of this Game Object.
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*
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*
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* For a DOM Element this property is read-only.
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*
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*
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* The property `displayHeight` holds the computed bounds of this DOM Element, factoring in scaling.
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*
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*
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* @name Phaser.GameObjects.DOMElement#height
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* @type {number}
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* @readonly
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@ -231,9 +234,9 @@ var DOMElement = new Class({
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/**
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* The computed display width of this Game Object, based on the `getBoundingClientRect` DOM call.
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*
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*
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* The property `width` holds the un-scaled width of this DOM Element.
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*
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*
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* @name Phaser.GameObjects.DOMElement#displayWidth
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* @type {number}
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* @readonly
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/**
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* The computed display height of this Game Object, based on the `getBoundingClientRect` DOM call.
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*
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*
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* The property `height` holds the un-scaled height of this DOM Element.
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*
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*
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* @name Phaser.GameObjects.DOMElement#displayHeight
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* @type {number}
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* @readonly
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@ -255,7 +258,7 @@ var DOMElement = new Class({
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/**
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* Internal native event handler.
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*
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*
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* @name Phaser.GameObjects.DOMElement#handler
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* @type {number}
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* @private
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@ -299,7 +302,7 @@ var DOMElement = new Class({
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{
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var node = this.node;
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var style = node.style;
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if (node)
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{
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style.display = (sys.settings.visible) ? 'block' : 'none';
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@ -308,7 +311,7 @@ var DOMElement = new Class({
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/**
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* Sets the horizontal and vertical skew values of this DOM Element.
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*
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*
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* For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/transform
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*
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* @method Phaser.GameObjects.DOMElement#setSkew
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*
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* @param {number} [x=0] - The angle, in radians, by which to skew the DOM Element on the horizontal axis.
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* @param {number} [y=x] - The angle, in radians, by which to skew the DOM Element on the vertical axis.
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*
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*
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* @return {this} This DOM Element instance.
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*/
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setSkew: function (x, y)
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* plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with
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* z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined
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* by the value of this property.
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*
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*
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* For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective
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*
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*
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* **Changing this value changes it globally for all DOM Elements, as they all share the same parent container.**
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*
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* @method Phaser.GameObjects.DOMElement#setPerspective
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* @since 3.17.0
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*
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* @param {number} value - The perspective value, in pixels, that determines the distance between the z plane and the user.
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*
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*
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* @return {this} This DOM Element instance.
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*/
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setPerspective: function (value)
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* plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with
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* z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined
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* by the value of this property.
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*
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*
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* For more information see: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective
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*
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*
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* **Changing this value changes it globally for all DOM Elements, as they all share the same parent container.**
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*
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*
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* @name Phaser.GameObjects.DOMElement#perspective
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* @type {number}
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* @since 3.17.0
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@ -385,14 +388,14 @@ var DOMElement = new Class({
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/**
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* Adds one or more native DOM event listeners onto the underlying Element of this Game Object.
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* The event is then dispatched via this Game Objects standard event emitter.
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*
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*
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* For example:
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*
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*
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* ```javascript
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* var div = this.add.dom(x, y, element);
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*
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*
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* div.addListener('click');
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*
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*
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* div.on('click', handler);
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* ```
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*
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* @since 3.17.0
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*
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* @param {string} events - The DOM event/s to listen for. You can specify multiple events by separating them with spaces.
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*
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*
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* @return {this} This DOM Element instance.
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*/
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addListener: function (events)
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@ -425,7 +428,7 @@ var DOMElement = new Class({
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* @since 3.17.0
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*
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* @param {string} events - The DOM event/s to stop listening for. You can specify multiple events by separating them with spaces.
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*
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*
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* @return {this} This DOM Element instance.
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*/
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removeListener: function (events)
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@ -460,22 +463,22 @@ var DOMElement = new Class({
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/**
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* Creates a native DOM Element, adds it to the parent DOM Container and then binds it to this Game Object,
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* so you can control it. The `tagName` should be a string and is passed to `document.createElement`:
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*
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*
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* ```javascript
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* this.add.dom().createElement('div');
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* ```
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*
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*
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* For more details on acceptable tag names see: https://developer.mozilla.org/en-US/docs/Web/API/Document/createElement
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*
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*
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* You can also pass in a DOMString or style object to set the CSS on the created element, and an optional `innerText`
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* value as well. Here is an example of a DOMString:
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*
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*
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* ```javascript
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* this.add.dom().createElement('div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
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* ```
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*
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*
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* And using a style object:
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*
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*
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* ```javascript
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* var style = {
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* 'background-color': 'lime';
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@ -483,10 +486,10 @@ var DOMElement = new Class({
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* 'height': '100px';
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* 'font': '48px Arial';
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* };
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*
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*
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* this.add.dom().createElement('div', style, 'Phaser');
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* ```
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*
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*
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* If this Game Object already has an Element, it is removed from the DOM entirely first.
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* Any event listeners you may have previously created will need to be re-created after this call.
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*
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@ -496,7 +499,7 @@ var DOMElement = new Class({
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* @param {string} tagName - A string that specifies the type of element to be created. The nodeName of the created element is initialized with the value of tagName. Don't use qualified names (like "html:a") with this method.
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* @param {(string|any)} [style] - Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
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* @param {string} [innerText] - A DOMString that holds the text that will be set as the innerText of the created element.
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*
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*
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* @return {this} This DOM Element instance.
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*/
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createElement: function (tagName, style, innerText)
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@ -507,34 +510,34 @@ var DOMElement = new Class({
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/**
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* Binds a new DOM Element to this Game Object. If this Game Object already has an Element it is removed from the DOM
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* entirely first. Any event listeners you may have previously created will need to be re-created on the new element.
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*
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||||
*
|
||||
* The `element` argument you pass to this method can be either a string tagName:
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||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* <h1 id="heading">Phaser</h1>
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||||
*
|
||||
* this.add.dom().setElement('heading');
|
||||
* ```
|
||||
*
|
||||
*
|
||||
* Or a reference to an Element instance:
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||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* <h1 id="heading">Phaser</h1>
|
||||
*
|
||||
* var h1 = document.getElementById('heading');
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||||
*
|
||||
*
|
||||
* this.add.dom().setElement(h1);
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* ```
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*
|
||||
*
|
||||
* You can also pass in a DOMString or style object to set the CSS on the created element, and an optional `innerText`
|
||||
* value as well. Here is an example of a DOMString:
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||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* this.add.dom().setElement(h1, 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
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||||
* ```
|
||||
*
|
||||
*
|
||||
* And using a style object:
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||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* var style = {
|
||||
* 'background-color': 'lime';
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||||
|
@ -542,7 +545,7 @@ var DOMElement = new Class({
|
|||
* 'height': '100px';
|
||||
* 'font': '48px Arial';
|
||||
* };
|
||||
*
|
||||
*
|
||||
* this.add.dom().setElement(h1, style, 'Phaser');
|
||||
* ```
|
||||
*
|
||||
|
@ -552,7 +555,7 @@ var DOMElement = new Class({
|
|||
* @param {(string|Element)} element - If a string it is passed to `getElementById()`, or it should be a reference to an existing Element.
|
||||
* @param {(string|any)} [style] - Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
|
||||
* @param {string} [innerText] - A DOMString that holds the text that will be set as the innerText of the created element.
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
setElement: function (element, style, innerText)
|
||||
|
@ -626,38 +629,38 @@ var DOMElement = new Class({
|
|||
* Takes a block of html from the HTML Cache, that has previously been preloaded into the game, and then
|
||||
* creates a DOM Element from it. The loaded HTML is set as the `innerHTML` property of the created
|
||||
* element.
|
||||
*
|
||||
*
|
||||
* Assume the following html is stored in a file called `loginform.html`:
|
||||
*
|
||||
*
|
||||
* ```html
|
||||
* <input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
|
||||
* <input type="button" name="playButton" value="Let's Play" style="font-size: 32px">
|
||||
* ```
|
||||
*
|
||||
*
|
||||
* Which is loaded into your game using the cache key 'login':
|
||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* this.load.html('login', 'assets/loginform.html');
|
||||
* ```
|
||||
*
|
||||
*
|
||||
* You can create a DOM Element from it using the cache key:
|
||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* this.add.dom().createFromCache('login');
|
||||
* ```
|
||||
*
|
||||
*
|
||||
* The optional `elementType` argument controls the container that is created, into which the loaded html is inserted.
|
||||
* The default is a plain `div` object, but any valid tagName can be given.
|
||||
*
|
||||
*
|
||||
* If this Game Object already has an Element, it is removed from the DOM entirely first.
|
||||
* Any event listeners you may have previously created will need to be re-created after this call.
|
||||
*
|
||||
* @method Phaser.GameObjects.DOMElement#createFromCache
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} The key of the html cache entry to use for this DOM Element.
|
||||
* @param {string} [tagName='div'] - The tag name of the element into which all of the loaded html will be inserted. Defaults to a plain div tag.
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
createFromCache: function (key, tagName)
|
||||
|
@ -675,32 +678,32 @@ var DOMElement = new Class({
|
|||
/**
|
||||
* Takes a string of html and then creates a DOM Element from it. The HTML is set as the `innerHTML`
|
||||
* property of the created element.
|
||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* let form = `
|
||||
* <input type="text" name="nameField" placeholder="Enter your name" style="font-size: 32px">
|
||||
* <input type="button" name="playButton" value="Let's Play" style="font-size: 32px">
|
||||
* `;
|
||||
* ```
|
||||
*
|
||||
*
|
||||
* You can create a DOM Element from it using the string:
|
||||
*
|
||||
*
|
||||
* ```javascript
|
||||
* this.add.dom().createFromHTML(form);
|
||||
* ```
|
||||
*
|
||||
*
|
||||
* The optional `elementType` argument controls the type of container that is created, into which the html is inserted.
|
||||
* The default is a plain `div` object, but any valid tagName can be given.
|
||||
*
|
||||
*
|
||||
* If this Game Object already has an Element, it is removed from the DOM entirely first.
|
||||
* Any event listeners you may have previously created will need to be re-created after this call.
|
||||
*
|
||||
* @method Phaser.GameObjects.DOMElement#createFromHTML
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} A string of html to be set as the `innerHTML` property of the created element.
|
||||
* @param {string} [tagName='div'] - The tag name of the element into which all of the html will be inserted. Defaults to a plain div tag.
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
createFromHTML: function (html, tagName)
|
||||
|
@ -738,7 +741,7 @@ var DOMElement = new Class({
|
|||
*
|
||||
* @method Phaser.GameObjects.DOMElement#removeElement
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
removeElement: function ()
|
||||
|
@ -757,12 +760,12 @@ var DOMElement = new Class({
|
|||
* Internal method that calls `getBoundingClientRect` on the `node` and then sets the bounds width
|
||||
* and height into the `displayWidth` and `displayHeight` properties, and the `clientWidth` and `clientHeight`
|
||||
* values into the `width` and `height` properties respectively.
|
||||
*
|
||||
*
|
||||
* This is called automatically whenever a new element is created or set.
|
||||
*
|
||||
* @method Phaser.GameObjects.DOMElement#updateSize
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
updateSize: function ()
|
||||
|
@ -787,10 +790,10 @@ var DOMElement = new Class({
|
|||
*
|
||||
* @method Phaser.GameObjects.DOMElement#getChildByProperty
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} property - The property to search the children for.
|
||||
* @param {string} value - The value the property must strictly equal.
|
||||
*
|
||||
*
|
||||
* @return {?Element} The first matching child DOM Element, or `null` if not found.
|
||||
*/
|
||||
getChildByProperty: function (property, value)
|
||||
|
@ -814,14 +817,14 @@ var DOMElement = new Class({
|
|||
/**
|
||||
* Gets all children from this DOM Elements node, using `querySelectorAll('*')` and then iterates through
|
||||
* them, looking for the first one that has a matching id. It then returns this child if found, or `null` if not.
|
||||
*
|
||||
*
|
||||
* Be aware that class and id names are case-sensitive.
|
||||
*
|
||||
* @method Phaser.GameObjects.DOMElement#getChildByID
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} id - The id to search the children for.
|
||||
*
|
||||
*
|
||||
* @return {?Element} The first matching child DOM Element, or `null` if not found.
|
||||
*/
|
||||
getChildByID: function (id)
|
||||
|
@ -832,14 +835,14 @@ var DOMElement = new Class({
|
|||
/**
|
||||
* Gets all children from this DOM Elements node, using `querySelectorAll('*')` and then iterates through
|
||||
* them, looking for the first one that has a matching name. It then returns this child if found, or `null` if not.
|
||||
*
|
||||
*
|
||||
* Be aware that class and id names are case-sensitive.
|
||||
*
|
||||
* @method Phaser.GameObjects.DOMElement#getChildByName
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} name - The name to search the children for.
|
||||
*
|
||||
*
|
||||
* @return {?Element} The first matching child DOM Element, or `null` if not found.
|
||||
*/
|
||||
getChildByName: function (name)
|
||||
|
@ -852,9 +855,9 @@ var DOMElement = new Class({
|
|||
*
|
||||
* @method Phaser.GameObjects.DOMElement#setClassName
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} className - A string representing the class or space-separated classes of the element.
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
setClassName: function (className)
|
||||
|
@ -871,14 +874,14 @@ var DOMElement = new Class({
|
|||
|
||||
/**
|
||||
* Sets the `innerText` property of the DOM Element node and updates the internal sizes.
|
||||
*
|
||||
*
|
||||
* Note that only certain types of Elements can have `innerText` set on them.
|
||||
*
|
||||
* @method Phaser.GameObjects.DOMElement#setText
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} text - A DOMString representing the rendered text content of the element.
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
setText: function (text)
|
||||
|
@ -898,9 +901,9 @@ var DOMElement = new Class({
|
|||
*
|
||||
* @method Phaser.GameObjects.DOMElement#setHTML
|
||||
* @since 3.17.0
|
||||
*
|
||||
*
|
||||
* @param {string} html - A DOMString of html to be set as the `innerHTML` property of the element.
|
||||
*
|
||||
*
|
||||
* @return {this} This DOM Element instance.
|
||||
*/
|
||||
setHTML: function (html)
|
||||
|
@ -935,7 +938,7 @@ var DOMElement = new Class({
|
|||
|
||||
/**
|
||||
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
|
||||
*
|
||||
*
|
||||
* DOMElements always return `true` as they need to still set values during the render pass, even if not visible.
|
||||
*
|
||||
* @method Phaser.GameObjects.DOMElement#willRender
|
||||
|
|
Loading…
Reference in a new issue