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https://github.com/photonstorm/phaser
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Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
84fa696f97
1 changed files with 13 additions and 11 deletions
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@ -13,7 +13,7 @@ var GetValue = require('../utils/object/GetValue');
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/**
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* @typedef {object} JSONAnimation
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*
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* @property {string} key - [description]
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* @property {string} key - The key that the animation will be associated with. i.e. sprite.animations.play(key)
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* @property {string} type - A frame based animation (as opposed to a bone based animation)
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* @property {JSONAnimationFrame[]} frames - [description]
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* @property {integer} frameRate - The frame rate of playback in frames per second (default 24 if duration is null)
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@ -30,7 +30,7 @@ var GetValue = require('../utils/object/GetValue');
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/**
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* @typedef {object} AnimationFrameConfig
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*
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* @property {string} key - [description]
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* @property {string} key - The key that the animation will be associated with. i.e. sprite.animations.play(key)
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* @property {(string|number)} frame - [description]
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* @property {float} [duration=0] - [description]
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* @property {boolean} [visible] - [description]
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@ -39,8 +39,9 @@ var GetValue = require('../utils/object/GetValue');
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/**
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* @typedef {object} AnimationConfig
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*
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* @property {AnimationFrameConfig[]} [frames] - [description]
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* @property {string} [defaultTextureKey=null] - [description]
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* @property {string} [key] - The key that the animation will be associated with. i.e. sprite.animations.play(key)
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* @property {AnimationFrameConfig[]} [frames] - An object containing data used to generate the frames for the animation
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* @property {string} [defaultTextureKey=null] - The key of the texture all frames of the animation will use. Can be overridden on a per frame basis.
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* @property {integer} [frameRate] - The frame rate of playback in frames per second (default 24 if duration is null)
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* @property {integer} [duration] - How long the animation should play for in milliseconds. If not given its derived from frameRate.
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* @property {boolean} [skipMissedFrames=true] - Skip frames if the time lags, or always advanced anyway?
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@ -78,7 +79,7 @@ var Animation = new Class({
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function Animation (manager, key, config)
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{
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/**
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* [description]
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* A reference to the global Animation Manager
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*
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* @name Phaser.Animations.Animation#manager
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* @type {Phaser.Animations.AnimationManager}
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@ -87,7 +88,7 @@ var Animation = new Class({
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this.manager = manager;
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/**
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* [description]
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* The unique identifying string for this animation
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*
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* @name Phaser.Animations.Animation#key
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* @type {string}
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@ -366,15 +367,15 @@ var Animation = new Class({
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},
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/**
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* [description]
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* Returns the AnimationFrame at the provided index
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*
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* @method Phaser.Animations.Animation#getFrameAt
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* @protected
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* @since 3.0.0
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*
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* @param {integer} index - [description]
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* @param {integer} index - The index in the AnimationFrame array
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*
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* @return {Phaser.Animations.AnimationFrame} [description]
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* @return {Phaser.Animations.AnimationFrame} The frame at the index provided from the animation sequence
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*/
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getFrameAt: function (index)
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{
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@ -660,12 +661,13 @@ var Animation = new Class({
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},
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/**
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* [description]
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* Removes a frame from the AnimationFrame array at the provided index
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* and updates the animation accordingly.
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*
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* @method Phaser.Animations.Animation#removeFrameAt
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* @since 3.0.0
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*
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* @param {integer} index - [description]
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* @param {integer} index - The index in the AnimationFrame array
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*
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* @return {Phaser.Animations.Animation} This Animation object.
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*/
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