TilemapLayer / Tileset documentation to Phaser conventions

- Reverted @member to @property for uniformity
- Expanded some comments
This commit is contained in:
Paul 2014-10-28 22:21:47 -07:00
parent ce2acdd54c
commit 75f13cfe44
2 changed files with 54 additions and 53 deletions

View file

@ -25,7 +25,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* A reference to the currently running Game.
* @member {Phaser.Game}
* @property {Phaser.Game} game
* @protected
* @readonly
*/
@ -33,7 +33,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* The Tilemap to which this layer is bound.
* @member {Phaser.Tilemap}
* @property {Phaser.Tilemap} map
* @protected
* @readonly
*/
@ -41,7 +41,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* The layer object within the Tilemap that this layer represents.
* @member {Phaser.TileLayer}
* @property {Phaser.TileLayer} layer
* @protected
* @readonly
*/
@ -49,35 +49,36 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* The canvas to which this TilemapLayer draws.
* @member {HTMLCanvasElement}
* @property {HTMLCanvasElement} canvas
* @protected
*/
this.canvas = Phaser.Canvas.create(width, height, '', true);
/**
* The 2d context of the canvas.
* @member {CanvasRenderingContext2D}
* @property {CanvasRenderingContext2D} context
* @private
*/
this.context = this.canvas.getContext('2d');
/**
* Required Pixi var.
* @member {PIXI.BaseTexture}
* @property {PIXI.BaseTexture} baseTexture
* @protected
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* Required Pixi var.
* @member {PIXI.Texture}
* @property {PIXI.Texture} texture
* @protected
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* Dimensions of the renderable area.
* @member {Phaser.Frame}
* @property {Phaser.Frame} textureFrame
* @protected
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid());
@ -85,13 +86,13 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* The name of the layer.
* @member {string}
* @property {string} name
*/
this.name = '';
/**
* The const type of this object.
* @member {number}
* @property {number} type
* @readonly
* @protected
* @default Phaser.TILEMAPLAYER
@ -100,25 +101,22 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
* @member {boolean}
* @property {boolean} fixToCamera
* @default
*/
this.fixedToCamera = true;
/**
* If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
* @member {Phaser.Point}
* @property {Phaser.Point} cameraOffset
*/
this.cameraOffset = new Phaser.Point(0, 0);
/**
* Settings that control standard (non-diagnostic) rendering.
*
* @member
* @public
*
* @property {boolean} enableScrollDelta - When enabled, only new newly exposed areas of the layer are redraw after scrolling. This can greatly improve scrolling rendering performance, especially when there are many small tiles.
*
* @default
*/
this.renderSettings = {
@ -131,7 +129,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* Enable an additional "debug rendering" pass to display collision information.
*
* @member {boolean}
* @property {boolean} debug
* @default
*/
this.debug = false;
@ -139,9 +137,6 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* Settings used for debugging and diagnostics.
*
* @member
* @public
*
* @property {?string} missingImageFill - A tile is rendered as a rectangle using the following fill if a valid tileset/image cannot be found. A value of `null` prevents additional rendering for tiles without a valid tileset image. _This takes effect even when debug rendering for the layer is not enabled._
*
* @property {?string} debuggedTileOverfill - If a Tile has `Tile#debug` true then, after normal tile image rendering, a rectangle with the following fill is drawn above/over it. _This takes effect even when debug rendering for the layer is not enabled._
@ -171,45 +166,44 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).
*
* @member {number}
* @public
* @default 1
* @property {number} scrollFactorX
* @default
*/
this.scrollFactorX = 1;
/**
* Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do)
* @member {number}
* @property {number} scrollFactorY
* @public
* @default 1
* @default
*/
this.scrollFactorY = 1;
/**
* If true tiles will be force rendered, even if such is not believed to be required.
* @member {boolean} dirty
* @property {boolean} dirty
* @protected
*/
this.dirty = true;
/**
* When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.
* @member {integer}
* @property {integer} rayStepRate
* @default
*/
this.rayStepRate = 4;
/**
* Flag controlling if the layer tiles wrap at the edges.
* @member {boolean}
* @default
* @property {boolean} _wrap
* @private
* @default
*/
this._wrap = false;
/**
* Local map data and calculation cache.
* @member {object}
* @property {object} _mc
* @private
*/
this._mc = {
@ -236,21 +230,21 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* The current canvas left after scroll is applied.
* @member {number}
* @property {number} _scrollX
* @private
*/
this._scrollX = 0;
/**
* The current canvas top after scroll is applied.
* @member {number}
* @propety {number} _scrollY
* @private
*/
this._scrollY = 0;
/**
* Used for caching the tiles / array of tiles.
* @member {Phaser.Tile[]}
* @property {Phaser.Tile[]} _results
* @private
*/
this._results = [];
@ -263,7 +257,7 @@ Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
/**
* The index of this layer (`layer`) within the Tilemap.
*
* @member {integer} #index
* @property {integer} index
* @memberof Phaser.TilemapLayer
* @readonly
* @protected
@ -281,7 +275,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, 'index', {
*
* Set to `null` to disable rendering anything for tiles without value tileset images.
*
* @member {?string} #tileColor
* @property {?string} tileColor
* @memberof Phaser.TilemapLayer
* @default 'rgb(255, 255, 255)'
* @deprecated Use `debugSettings.missingImageFill` instead.
@ -574,7 +568,7 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
/**
* Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size.
*
* @member {boolean} #wrap
* @property {boolean} wrap
* @memberof Phaser.TilemapLayer
* @public
* @default false
@ -1082,7 +1076,7 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
/**
* Scrolls the map horizontally or returns the current x position.
*
* @member {number} #scrollX
* @property {number} scrollX
* @memberof Phaser.TilemapLayer
* @public
*/
@ -1101,7 +1095,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
/**
* Scrolls the map vertically or returns the current y position.
*
* @member {number} #scrollY
* @property {number} scrollY
* @memberof Phaser.TilemapLayer
* @public
*/
@ -1120,7 +1114,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
/**
* The width of the collision tiles (in pixels).
*
* @member {number} #collisionWidth
* @property {integer} collisionWidth
* @memberof Phaser.TilemapLayer
* @public
*/
@ -1131,7 +1125,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
},
set: function (value) {
this._mc.cw = value;
this._mc.cw = value | 0;
this.dirty = true;
}
@ -1140,7 +1134,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
/**
* The height of the collision tiles (in pixels).
*
* @member {number} #collisionHeight
* @property {integer} collisionHeight
* @memberof Phaser.TilemapLayer
* @public
*/
@ -1151,7 +1145,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
},
set: function (value) {
this._mc.ch = value;
this._mc.ch = value | 0;
this.dirty = true;
}

View file

@ -28,57 +28,64 @@ Phaser.Tileset = function (name, firstgid, width, height, margin, spacing, prope
/**
* The name of the Tileset.
* @member {string}
* @property {string} name
*/
this.name = name;
/**
* The Tiled firstgid value.
* This is the starting index of the first tile index this Tileset contains.
* @member {integer}
* @property {integer} firstgid
*/
this.firstgid = firstgid | 0;
/**
* The width of each tile (in pixels).
* @member {integer}
* @property {integer} tileWidth
* @readonly
*/
this.tileWidth = width | 0;
/**
* The height of each tile (in pixels).
* @member {integer}
* @property {integer} tileHeight
* @readonly
*/
this.tileHeight = height | 0;
/**
* The margin around the tiles in the sheet (in pixels).
* @member {integer}
* Use `setSpacing` to change.
* @property {integer} tileMarge
* @readonly
*/
// Modified internally
this.tileMargin = margin | 0;
/**
* The spacing between each tile in the sheet (in pixels).
* @member {integer}
* Use `setSpacing` to change.
* @property {integer} tileSpacing
*/
this.tileSpacing = spacing | 0;
/**
* Tileset-specific properties that are typically defined in the Tiled editor.
* @member {object}
* @property {object} properties
*/
this.properties = properties || {};
/**
* The cached image that contains the individual tiles. Use `setImage` to set.
* @member {?object}
* @property {?object} image
* @readonly
*/
// Modified internally
this.image = null;
/**
* The number of rows in the tile sheet.
* @member {integer}
* @property {integer}
* @readonly
*/
// Modified internally
@ -86,7 +93,7 @@ Phaser.Tileset = function (name, firstgid, width, height, margin, spacing, prope
/**
* The number of columns in the sheet.
* @member {integer}
* @property {integer} columns
* @readonly
*/
// Modified internally
@ -94,7 +101,7 @@ Phaser.Tileset = function (name, firstgid, width, height, margin, spacing, prope
/**
* The total number of tiles in the sheet.
* @member {integer}
* @property {integer} total
* @readonly
*/
// Modified internally
@ -103,7 +110,7 @@ Phaser.Tileset = function (name, firstgid, width, height, margin, spacing, prope
/**
* The look-up table to specific tile image offsets.
* The coordinates are interlaced such that it is [x0, y0, x1, y1 .. xN, yN] and the tile with the index of firstgid is found at indices 0/1.
* @member {integer[]}
* @property {integer[]} drawCoords
* @private
*/
this.drawCoords = [];