Updated my files and the documentation checklist

This commit is contained in:
Webeled 2013-09-19 13:17:49 +02:00
parent 6e4631a849
commit 78a062dfb6
5 changed files with 239 additions and 56 deletions

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@ -1,10 +1,16 @@
/**
* Phaser - Camera
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser.Camera
*/
/**
*
* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*
* @class Phaser.Camera
* @class Camera
* @constructor
* @param {Phaser.Game} game game reference to the currently running game.
* @param {number} id not being used at the moment, will be when Phaser supports multiple camera
@ -16,38 +22,60 @@
Phaser.Camera = function (game, id, x, y, width, height) {
/**
* A reference to the currently running Game.
* @property game
* @public
* @type {Phaser.Game}
*/
this.game = game;
/**
* A reference to the game world
* @property world
* @public
* @type {Phaser.World}
*/
this.world = game.world;
this.id = 0; // reserved for future multiple camera set-ups
// The view into the world we wish to render (by default the game dimensions)
// The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
// Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
/**
* reserved for future multiple camera set-ups
* @property id
* @public
* @type {number}
*/
this.id = 0;
/**
* Camera view.
* The view into the world we wish to render (by default the game dimensions)
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
* @property view
* @type {Rectangle}
* @public
* @type {Phaser.Rectangle}
*/
this.view = new Phaser.Rectangle(x, y, width, height);
/**
* Used by Sprites to work out Camera culling.
* @property screenView
* @type {Rectangle}
* @public
* @type {Phaser.Rectangle}
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
/**
* Sprite moving inside this Rectangle will not cause camera moving.
* @property deadzone
* @type {Rectangle}
* @type {Phaser.Rectangle}
*/
this.deadzone = null;
/**
* Whether this camera is visible or not. (default is true)
* @property visible
* @public
* @default true
* @type {bool}
*/
@ -63,10 +91,17 @@ Phaser.Camera = function (game, id, x, y, width, height) {
/**
* If the camera is tracking a Sprite, this is a reference to it, otherwise null
* @property target
* @type {Sprite}
* @public
* @type {Phaser.Sprite}
*/
this.target = null;
/**
* Edge property
* @property edge
* @private
* @type {number}
*/
this._edge = 0;
};
@ -82,7 +117,7 @@ Phaser.Camera.prototype = {
/**
* Tells this camera which sprite to follow.
* @method follow
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
* @param target {Phaser.Sprite} The object you want the camera to track. Set to null to not follow anything.
* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
*/
follow: function (target, style) {
@ -120,7 +155,7 @@ Phaser.Camera.prototype = {
},
/**
* Move the camera focus to this location instantly.
* Move the camera focus to a location instantly.
* @method focusOnXY
* @param x {number} X position.
* @param y {number} Y position.
@ -237,11 +272,11 @@ Phaser.Camera.prototype = {
},
/**
* Sets the size of the view rectangle
* Sets the size of the view rectangle given the width and height in parameters
*
* @method setSize
* @param x {number} X position.
* @param y {number} Y position.
* @param width {number} the desired width.
* @param height {number} the desired height.
*/
setSize: function (width, height) {
@ -254,10 +289,17 @@ Phaser.Camera.prototype = {
Object.defineProperty(Phaser.Camera.prototype, "x", {
/**
* @method x
* @return {Number} The x position
*/
get: function () {
return this.view.x;
},
/**
* @method x
* @return {Number} Sets the camera's x position and clamp it if it's outside the world bounds
*/
set: function (value) {
this.view.x = value;
this.checkWorldBounds();
@ -267,10 +309,18 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
Object.defineProperty(Phaser.Camera.prototype, "y", {
/**
* @method y
* @return {Number} The y position
*/
get: function () {
return this.view.y;
},
/**
* @method y
* @return {Number} Sets the camera's y position and clamp it if it's outside the world bounds
*/
set: function (value) {
this.view.y = value;
this.checkWorldBounds();
@ -280,10 +330,18 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
Object.defineProperty(Phaser.Camera.prototype, "width", {
/**
* @method width
* @return {Number} The width of the view rectangle, in pixels
*/
get: function () {
return this.view.width;
},
/**
* @method width
* @return {Number} Sets the width of the view rectangle
*/
set: function (value) {
this.view.width = value;
}
@ -292,10 +350,18 @@ Object.defineProperty(Phaser.Camera.prototype, "width", {
Object.defineProperty(Phaser.Camera.prototype, "height", {
/**
* @method height
* @return {Number} The height of the view rectangle, in pixels
*/
get: function () {
return this.view.height;
},
/**
* @method height
* @return {Number} Sets the height of the view rectangle
*/
set: function (value) {
this.view.height = value;
}

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@ -1,15 +1,15 @@
/**
* Stage
*
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
*
* @package Phaser.Stage
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser.Stage
*/
/**
*
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
*
* @class Stage
* @constructor
* @param game {Phaser.Game} game reference to the currently running game.
@ -17,33 +17,81 @@
* @param height {number} height of the canvas element
*/
Phaser.Stage = function (game, width, height) {
/**
* A reference to the currently running Game.
* @property game
* @public
* @type {Phaser.Game}
*/
this.game = game;
/**
* Background color of the stage (defaults to black). Set via the public backgroundColor property.
* @property _backgroundColor
* @private
* @type {string}
*/
this._backgroundColor = 'rgb(0,0,0)';
// Get the offset values (for input and other things)
/**
* Get the offset values (for input and other things)
* @property offset
* @public
* @type {Phaser.Point}
*/
this.offset = new Phaser.Point;
/**
* reference to the newly created <canvas> element
* @property canvas
* @public
* @type {HTMLCanvasElement}
*/
this.canvas = Phaser.Canvas.create(width, height);
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
// The Pixi Stage which is hooked to the renderer
/**
* The Pixi Stage which is hooked to the renderer
* @property _stage
* @private
* @type {PIXI.Stage}
*/
this._stage = new PIXI.Stage(0x000000, false);
this._stage.name = '_stage_root';
/**
* The current scaleMode
* @property scaleMode
* @public
* @type {Phaser.StageScaleMode}
*/
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
/**
* The scale of the current running game
* @property scale
* @public
* @type {Phaser.StageScaleMode}
*/
this.scale = new Phaser.StageScaleMode(this.game, width, height);
/**
* aspect ratio
* @property aspectRatio
* @public
* @type {number}
*/
this.aspectRatio = width / height;
};
Phaser.Stage.prototype = {
/**
* Initialises the stage and adds the event listeners
* @method boot
*/
boot: function () {
Phaser.Canvas.getOffset(this.canvas, this.offset);
@ -68,6 +116,8 @@ Phaser.Stage.prototype = {
/**
* This method is called when the document visibility is changed.
* @method visibilityChange
* @param event [Event] its type will be used to decide whether the game should be paused or not
*/
visibilityChange: function (event) {
@ -93,10 +143,19 @@ Phaser.Stage.prototype = {
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
/**
* @method backgroundColor
* @return {string} returns the background color of the stage
*/
get: function () {
return this._backgroundColor;
},
/**
* @method backgroundColor
* @param {string} the background color you want the stage to have
* @return {string} returns the background color of the stage
*/
set: function (color) {
this._backgroundColor = color;

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@ -1,5 +1,11 @@
/**
* World
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser.World
*/
/**
*
* "This world is but a canvas to our imagination." - Henry David Thoreau
*
@ -7,11 +13,6 @@
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @package Phaser.World
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @class World
* @constructor
* @param game {Phaser.Game} reference to the current game instance.
@ -19,38 +20,55 @@
Phaser.World = function (game) {
/**
* Local reference to Game.
*/
* A reference to the currently running Game.
* @property game
* @public
* @type {Phaser.Game}
*/
this.game = game;
/**
* Bound of this world that objects can not escape from.
* @type {Rectangle}
*/
* Bound of this world that objects can not escape from.
* @property bounds
* @public
* @type {Phaser.Rectangle}
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
/**
* Camera instance.
* @type {Camera}
*/
* Camera instance.
* @property camera
* @public
* @type {Phaser.Camera}
*/
this.camera = null;
/**
* Reset each frame, keeps a count of the total number of objects updated.
* @type {Number}
*/
* Reset each frame, keeps a count of the total number of objects updated.
* @property currentRenderOrderID
* @public
* @type {Number}
*/
this.currentRenderOrderID = 0;
/**
* Object container stores every object created with `create*` methods.
* @type {Group}
*/
* Object container stores every object created with `create*` methods.
* @property group
* @public
* @type {Phaser.Group}
*/
this.group = null;
};
Phaser.World.prototype = {
/**
* Initialises the game world
*
* @method boot
*/
boot: function () {
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
@ -62,8 +80,9 @@ Phaser.World.prototype = {
},
/**
* This is called automatically every frame, and is where main logic happens.
*/
* This is called automatically every frame, and is where main logic happens.
* @method update
*/
update: function () {
this.camera.update();
@ -134,10 +153,18 @@ Phaser.World.prototype = {
Object.defineProperty(Phaser.World.prototype, "width", {
/**
* @method width
* @return {Number} The current width of the game world
*/
get: function () {
return this.bounds.width;
},
/**
* @method width
* @return {Number} Sets the width of the game world
*/
set: function (value) {
this.bounds.width = value;
}
@ -146,10 +173,18 @@ Object.defineProperty(Phaser.World.prototype, "width", {
Object.defineProperty(Phaser.World.prototype, "height", {
/**
* @method height
* @return {Number} The current height of the game world
*/
get: function () {
return this.bounds.height;
},
/**
* @method height
* @return {Number} Sets the width of the game world
*/
set: function (value) {
this.bounds.height = value;
}
@ -158,6 +193,10 @@ Object.defineProperty(Phaser.World.prototype, "height", {
Object.defineProperty(Phaser.World.prototype, "centerX", {
/**
* @method centerX
* @return {Number} return the X position of the center point of the world
*/
get: function () {
return this.bounds.halfWidth;
}
@ -166,6 +205,10 @@ Object.defineProperty(Phaser.World.prototype, "centerX", {
Object.defineProperty(Phaser.World.prototype, "centerY", {
/**
* @method centerY
* @return {Number} return the Y position of the center point of the world
*/
get: function () {
return this.bounds.halfHeight;
}
@ -174,6 +217,10 @@ Object.defineProperty(Phaser.World.prototype, "centerY", {
Object.defineProperty(Phaser.World.prototype, "randomX", {
/**
* @method randomX
* @return {Number} a random integer which is lesser or equal to the current width of the game world
*/
get: function () {
return Math.round(Math.random() * this.bounds.width);
}
@ -182,6 +229,10 @@ Object.defineProperty(Phaser.World.prototype, "randomX", {
Object.defineProperty(Phaser.World.prototype, "randomY", {
/**
* @method randomY
* @return {Number} a random integer which is lesser or equal to the current height of the game world
*/
get: function () {
return Math.round(Math.random() * this.bounds.height);
}

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@ -1,3 +1,10 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser.Button
*/
/**
* Create a new <code>Button</code> object.
* @class Button
@ -15,6 +22,7 @@
*/
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
x = x || 0;
y = y || 0;
key = key || null;
@ -69,7 +77,6 @@ Phaser.Button.prototype.constructor = Phaser.Button;
* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
if (overFrame !== null)