mirror of
https://github.com/photonstorm/phaser
synced 2025-02-16 22:18:29 +00:00
Fix multiple types on GameObjects
This commit is contained in:
parent
4cff464555
commit
87633fdfad
39 changed files with 171 additions and 171 deletions
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@ -10,8 +10,8 @@
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* @function GetBitmapTextSize
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* @since 3.0.0
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* @private
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*
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* @param {Phaser.GameObjects.DynamicBitmapText|Phaser.GameObjects.BitmapText} src - [description]
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*
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* @param {(Phaser.GameObjects.DynamicBitmapText|Phaser.GameObjects.BitmapText)} src - [description]
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* @param {boolean} round - [description]
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*/
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var GetBitmapTextSize = function (src, round)
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@ -23,7 +23,7 @@ var GetBitmapTextSize = function (src, round)
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var by = Number.MAX_VALUE;
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var bw = 0;
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var bh = 0;
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var chars = src.fontData.chars;
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var lineHeight = src.fontData.lineHeight;
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@ -92,7 +92,7 @@ var GetBitmapTextSize = function (src, round)
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{
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bw = gw;
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}
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if (bh < gh)
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{
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bh = gh;
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@ -49,7 +49,7 @@ var Render = require('./DynamicBitmapTextRender');
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* @param {number} [x=0] - The x coordinate of this Game Object in world space.
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* @param {number} [y=0] - The y coordinate of this Game Object in world space.
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* @param {string} font - [description]
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* @param {string|string[]} [text] - [description]
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* @param {(string|string[])} [text] - [description]
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* @param {number} [size] - [description]
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*/
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var DynamicBitmapText = new Class({
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@ -240,7 +240,7 @@ var DynamicBitmapText = new Class({
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* @method Phaser.GameObjects.DynamicBitmapText#setText
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* @since 3.0.0
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*
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* @param {string|string[]} value - The string, or array of strings, to be set as the content of this BitmapText.
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* @param {(string|string[])} value - The string, or array of strings, to be set as the content of this BitmapText.
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*
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* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
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*/
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@ -18,9 +18,9 @@ var GameObjectFactory = require('../../GameObjectFactory');
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* @param {number} x - The x position of the Game Object.
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* @param {number} y - The y position of the Game Object.
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* @param {string} font - [description]
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* @param {string|string[]} [text] - [description]
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* @param {(string|string[])} [text] - [description]
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* @param {number} [size] - [description]
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*
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*
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* @return {Phaser.GameObjects.DynamicBitmapText} The Game Object that was created.
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*/
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GameObjectFactory.register('dynamicBitmapText', function (x, y, font, text, size)
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@ -29,9 +29,9 @@ GameObjectFactory.register('dynamicBitmapText', function (x, y, font, text, size
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});
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// When registering a factory function 'this' refers to the GameObjectFactory context.
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//
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//
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// There are several properties available to use:
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//
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//
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// this.scene - a reference to the Scene that owns the GameObjectFactory
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// this.displayList - a reference to the Display List the Scene owns
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// this.updateList - a reference to the Update List the Scene owns
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@ -53,7 +53,7 @@ var Render = require('./BitmapTextRender');
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* @param {number} [x=0] - The x coordinate of this Game Object in world space.
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* @param {number} [y=0] - The y coordinate of this Game Object in world space.
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* @param {string} font - [description]
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* @param {string|string[]} [text] - [description]
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* @param {(string|string[])} [text] - [description]
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* @param {number} [size] - [description]
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*/
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var BitmapText = new Class({
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@ -160,7 +160,7 @@ var BitmapText = new Class({
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* @method Phaser.GameObjects.BitmapText#setText
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* @since 3.0.0
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*
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* @param {string|string[]} value - The string, or array of strings, to be set as the content of this BitmapText.
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* @param {(string|string[])} value - The string, or array of strings, to be set as the content of this BitmapText.
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*
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* @return {Phaser.GameObjects.BitmapText} This Game Object.
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*/
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@ -18,9 +18,9 @@ var GameObjectFactory = require('../../GameObjectFactory');
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* @param {number} x - The x position of the Game Object.
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* @param {number} y - The y position of the Game Object.
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* @param {string} font - [description]
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* @param {string|string[]} [text] - [description]
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* @param {(string|string[])} [text] - [description]
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* @param {number} [size] - [description]
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*
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*
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* @return {Phaser.GameObjects.BitmapText} The Game Object that was created.
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*/
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GameObjectFactory.register('bitmapText', function (x, y, font, text, size)
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@ -29,9 +29,9 @@ GameObjectFactory.register('bitmapText', function (x, y, font, text, size)
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});
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// When registering a factory function 'this' refers to the GameObjectFactory context.
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//
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//
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// There are several properties available to use:
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//
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//
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// this.scene - a reference to the Scene that owns the GameObjectFactory
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// this.displayList - a reference to the Display List the Scene owns
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// this.updateList - a reference to the Update List the Scene owns
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@ -56,7 +56,7 @@ var List = require('../../structs/List');
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* @param {number} [x=0] - The x coordinate of this Game Object in world space.
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* @param {number} [y=0] - The y coordinate of this Game Object in world space.
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* @param {string} [texture='__DEFAULT'] - The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager.
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* @param {string|integer} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.
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* @param {(string|integer)} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.
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*/
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var Blitter = new Class({
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@ -116,7 +116,7 @@ var Blitter = new Class({
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*
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* @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {string|integer|Phaser.Textures.Frame} [frame] - The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using.
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* @param {(string|integer|Phaser.Textures.Frame)} [frame] - The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using.
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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* @param {integer} [index] - The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list.
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*
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@ -18,7 +18,7 @@ var GameObjectFactory = require('../GameObjectFactory');
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* @param {number} x - The x position of the Game Object.
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* @param {number} y - The y position of the Game Object.
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* @param {string} key - The key of the Texture the Blitter object will use.
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* @param {string|integer} [frame] - The default Frame children of the Blitter will use.
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* @param {(string|integer)} [frame] - The default Frame children of the Blitter will use.
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*
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* @return {Phaser.GameObjects.Blitter} The Game Object that was created.
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*/
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@ -30,7 +30,7 @@ var Class = require('../../utils/Class');
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* @param {Phaser.GameObjects.Blitter} blitter - The parent Blitter object is responsible for updating this Bob.
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* @param {number} x - The horizontal position of this Game Object in the world, relative to the parent Blitter position.
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* @param {number} y - The vertical position of this Game Object in the world, relative to the parent Blitter position.
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* @param {string|integer} frame - The Frame this Bob will render with, as defined in the Texture the parent Blitter is using.
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* @param {(string|integer)} frame - The Frame this Bob will render with, as defined in the Texture the parent Blitter is using.
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* @param {boolean} visible - Should the Bob render visible or not to start with?
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*/
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var Bob = new Class({
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@ -70,7 +70,7 @@ var Bob = new Class({
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* [description]
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*
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* @name Phaser.GameObjects.Blitter.Bob#frame
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* @type {string|integer}
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* @type {(string|integer)}
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* @since 3.0.0
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*/
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this.frame = frame;
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@ -390,7 +390,7 @@ var Animation = new Class({
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*
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* @param {boolean} [value] - [description]
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*
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* @return {boolean|Phaser.GameObjects.GameObject} [description]
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* @return {(boolean|Phaser.GameObjects.GameObject)} [description]
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*/
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paused: function (value)
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{
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@ -474,7 +474,7 @@ var Animation = new Class({
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*
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* @param {number} [value] - [description]
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*
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* @return {number|Phaser.GameObjects.GameObject} [description]
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* @return {(number|Phaser.GameObjects.GameObject)} [description]
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*/
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progress: function (value)
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{
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@ -534,7 +534,7 @@ var Animation = new Class({
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*
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* @param {number} value - [description]
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*
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* @return {number|Phaser.GameObjects.GameObject} [description]
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* @return {(number|Phaser.GameObjects.GameObject)} [description]
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*/
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repeat: function (value)
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{
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@ -562,7 +562,7 @@ var Animation = new Class({
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*
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* @param {number} [value] - [description]
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*
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* @return {number|Phaser.GameObjects.GameObject} [description]
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* @return {(number|Phaser.GameObjects.GameObject)} [description]
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*/
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repeatDelay: function (value)
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{
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@ -666,7 +666,7 @@ var Animation = new Class({
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*
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* @param {number} [value] - [description]
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*
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* @return {number|Phaser.GameObjects.GameObject} [description]
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* @return {(number|Phaser.GameObjects.GameObject)} [description]
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*/
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timeScale: function (value)
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{
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@ -779,7 +779,7 @@ var Animation = new Class({
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*
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* @param {boolean} [value] - [description]
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*
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* @return {boolean|Phaser.GameObjects.GameObject} [description]
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* @return {(boolean|Phaser.GameObjects.GameObject)} [description]
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*/
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yoyo: function (value)
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{
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@ -9,7 +9,7 @@ var BlendModes = require('../../renderer/BlendModes');
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/**
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* Provides methods used for setting the blend mode of a Game Object.
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* Should be applied as a mixin and not used directly.
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*
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*
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* @name Phaser.GameObjects.Components.BlendMode
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* @since 3.0.0
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*/
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@ -20,11 +20,11 @@ var BlendMode = {
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/**
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* Sets the Blend Mode being used by this Game Object.
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*
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*
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* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
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*
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*
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* Under WebGL only the following Blend Modes are available:
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*
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*
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* * ADD
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* * MULTIPLY
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* * SCREEN
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@ -37,9 +37,9 @@ var BlendMode = {
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* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
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* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
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* are used.
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*
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*
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* @name Phaser.GameObjects.Components.BlendMode#blendMode
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* @type {integer|string}
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* @type {(integer|string)}
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* @since 3.0.0
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*/
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blendMode: {
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@ -68,11 +68,11 @@ var BlendMode = {
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/**
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* Sets the Blend Mode being used by this Game Object.
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*
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*
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* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
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*
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*
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* Under WebGL only the following Blend Modes are available:
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*
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*
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* * ADD
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* * MULTIPLY
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* * SCREEN
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@ -85,12 +85,12 @@ var BlendMode = {
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* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
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* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
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* are used.
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*
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*
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* @method Phaser.GameObjects.Components.BlendMode#setBlendMode
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* @since 3.0.0
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*
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* @param {string|integer} value - The BlendMode value. Either a string or a CONST.
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*
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* @param {(string|integer)} value - The BlendMode value. Either a string or a CONST.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setBlendMode: function (value)
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@ -11,7 +11,7 @@ var Vector2 = require('../../math/Vector2');
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/**
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* Provides methods used for obtaining the bounds of a Game Object.
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* Should be applied as a mixin and not used directly.
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*
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*
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* @name Phaser.GameObjects.Components.GetBounds
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* @since 3.0.0
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*/
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@ -20,13 +20,13 @@ var GetBounds = {
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/**
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* Gets the center coordinate of this Game Object, regardless of origin.
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*
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*
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* @method Phaser.GameObjects.Components.GetBounds#getCenter
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
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*/
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getCenter: function (output)
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{
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@ -40,13 +40,13 @@ var GetBounds = {
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/**
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* Gets the top-left corner coordinate of this Game Object, regardless of origin.
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*
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*
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* @method Phaser.GameObjects.Components.GetBounds#getTopLeft
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
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*/
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getTopLeft: function (output)
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{
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@ -65,13 +65,13 @@ var GetBounds = {
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/**
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* Gets the top-right corner coordinate of this Game Object, regardless of origin.
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*
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*
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* @method Phaser.GameObjects.Components.GetBounds#getTopRight
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
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*/
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getTopRight: function (output)
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{
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@ -90,13 +90,13 @@ var GetBounds = {
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/**
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* Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
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*
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*
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* @method Phaser.GameObjects.Components.GetBounds#getBottomLeft
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
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*/
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getBottomLeft: function (output)
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{
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@ -115,13 +115,13 @@ var GetBounds = {
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/**
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* Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
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*
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*
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* @method Phaser.GameObjects.Components.GetBounds#getBottomRight
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
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*/
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getBottomRight: function (output)
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{
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@ -141,13 +141,13 @@ var GetBounds = {
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/**
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* Gets the bounds of this Game Object, regardless of origin.
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* The values are stored and returned in a Rectangle, or Rectangle-like, object.
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*
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*
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* @method Phaser.GameObjects.Components.GetBounds#getBounds
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* @since 3.0.0
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*
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* @param {Phaser.Geom.Rectangle|object} [output] - An object to store the values in. If not provided a new Rectangle will be created.
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*
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* @return {Phaser.Geom.Rectangle|object} The values stored in the output object.
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* @param {(Phaser.Geom.Rectangle|object)} [output] - An object to store the values in. If not provided a new Rectangle will be created.
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*
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* @return {(Phaser.Geom.Rectangle|object)} The values stored in the output object.
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*/
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getBounds: function (output)
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{
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@ -9,7 +9,7 @@ var _FLAG = 8; // 1000
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/**
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* Provides methods used for getting and setting the texture of a Game Object.
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*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Texture
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -18,7 +18,7 @@ var Texture = {
|
|||
|
||||
/**
|
||||
* The Texture this Game Object is using to render with.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Texture#texture
|
||||
* @type {Phaser.Textures.Texture}
|
||||
* @since 3.0.0
|
||||
|
@ -27,7 +27,7 @@ var Texture = {
|
|||
|
||||
/**
|
||||
* The Texture Frame this Game Object is using to render with.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Texture#frame
|
||||
* @type {Phaser.Textures.Frame}
|
||||
* @since 3.0.0
|
||||
|
@ -38,13 +38,13 @@ var Texture = {
|
|||
* Sets the texture and frame this Game Object will use to render with.
|
||||
*
|
||||
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
|
||||
*
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.Texture#setTexture
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - The name or index of the frame within the Texture.
|
||||
*
|
||||
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
*/
|
||||
setTexture: function (key, frame)
|
||||
|
@ -63,14 +63,14 @@ var Texture = {
|
|||
*
|
||||
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
|
||||
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.
|
||||
*
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.Texture#setFrame
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string|integer} frame - The name or index of the frame within the Texture.
|
||||
* @param {(string|integer)} frame - The name or index of the frame within the Texture.
|
||||
* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
|
||||
* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
*/
|
||||
setFrame: function (frame, updateSize, updateOrigin)
|
||||
|
|
|
@ -23,7 +23,7 @@
|
|||
* @property {float} alpha - The alpha value of the Game Object.
|
||||
* @property {boolean} visible - The visible state of the Game Object.
|
||||
* @property {integer} scaleMode - The Scale Mode being used by this Game Object.
|
||||
* @property {integer|string} blendMode - Sets the Blend Mode being used by this Game Object.
|
||||
* @property {(integer|string)} blendMode - Sets the Blend Mode being used by this Game Object.
|
||||
* @property {string} textureKey - The texture key of this Game Object.
|
||||
* @property {string} frameKey - The frame key of this Game Object.
|
||||
* @property {object} data - The data of this Game Object.
|
||||
|
|
|
@ -71,7 +71,7 @@ var TransformMatrix = new Class({
|
|||
loadIdentity: function ()
|
||||
{
|
||||
var matrix = this.matrix;
|
||||
|
||||
|
||||
matrix[0] = 1;
|
||||
matrix[1] = 0;
|
||||
matrix[2] = 0;
|
||||
|
@ -227,9 +227,9 @@ var TransformMatrix = new Class({
|
|||
*
|
||||
* @param {number} x - [description]
|
||||
* @param {number} y - [description]
|
||||
* @param {Phaser.Geom.Point|Phaser.Math.Vec2|object} point - [description]
|
||||
* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - [description]
|
||||
*
|
||||
* @return {Phaser.Geom.Point|Phaser.Math.Vec2|object} [description]
|
||||
* @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} [description]
|
||||
*/
|
||||
transformPoint: function (x, y, point)
|
||||
{
|
||||
|
|
|
@ -477,7 +477,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#fillPointShape
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Geom.Point|Phaser.Math.Vector2|object} point - [description]
|
||||
* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - [description]
|
||||
* @param {number} [size=1] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
|
@ -731,7 +731,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#strokePoints
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {array|Phaser.Geom.Point[]} points - [description]
|
||||
* @param {(array|Phaser.Geom.Point[])} points - [description]
|
||||
* @param {boolean} [autoClose=false] - [description]
|
||||
* @param {integer} [endIndex] - [description]
|
||||
*
|
||||
|
@ -767,7 +767,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#fillPoints
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {array|Phaser.Geom.Point[]} points - [description]
|
||||
* @param {(array|Phaser.Geom.Point[])} points - [description]
|
||||
* @param {boolean} [autoClose=false] - [description]
|
||||
* @param {integer} [endIndex] - [description]
|
||||
*
|
||||
|
@ -1043,7 +1043,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#generateTexture
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string|HTMLCanvasElement} key - [description]
|
||||
* @param {(string|HTMLCanvasElement)} key - [description]
|
||||
* @param {integer} [width] - [description]
|
||||
* @param {integer} [height] - [description]
|
||||
*
|
||||
|
|
|
@ -108,7 +108,7 @@ var Group = new Class({
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.GameObjects.Group#defaultFrame
|
||||
* @type {string|integer}
|
||||
* @type {(string|integer)}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.defaultFrame = GetFastValue(config, 'defaultFrame', null);
|
||||
|
@ -165,8 +165,8 @@ var Group = new Class({
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of this Game Object.
|
||||
* @param {boolean} [active=true] - The {@link Phaser.GameObjects.GameObject#active} state of this Game Object.
|
||||
*
|
||||
|
@ -559,7 +559,7 @@ var Group = new Class({
|
|||
* @param {number} [x] - The horizontal position of this Game Object in the world.
|
||||
* @param {number} [y] - The vertical position of this Game Object in the world.
|
||||
* @param {string} [texture] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {boolean} [visible] - [description]
|
||||
*
|
||||
* @return {?Phaser.GameObjects.GameObject} [description]
|
||||
|
@ -613,7 +613,7 @@ var Group = new Class({
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {boolean} visible - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} [description]
|
||||
|
@ -633,7 +633,7 @@ var Group = new Class({
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {boolean} visible - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} [description]
|
||||
|
@ -653,7 +653,7 @@ var Group = new Class({
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {boolean} visible - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} [description]
|
||||
|
|
|
@ -15,9 +15,9 @@ var GameObjectFactory = require('../GameObjectFactory');
|
|||
* @method Phaser.GameObjects.GameObjectFactory#group
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {array|object} children - [description]
|
||||
* @param {(array|object)} children - [description]
|
||||
* @param {object} [config] - [description]
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('group', function (children, config)
|
||||
|
@ -32,9 +32,9 @@ GameObjectFactory.register('group', function (children, config)
|
|||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
|
@ -12,7 +12,7 @@ var ImageRender = require('./ImageRender');
|
|||
/**
|
||||
* @classdesc
|
||||
* An Image Game Object.
|
||||
*
|
||||
*
|
||||
* An Image is a light-weight Game Object useful for the display of static images in your game,
|
||||
* such as logos, backgrounds, scenery or other non-animated elements. Images can have input
|
||||
* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
|
||||
|
@ -43,7 +43,7 @@ var ImageRender = require('./ImageRender');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*/
|
||||
var Image = new Class({
|
||||
|
||||
|
|
|
@ -18,8 +18,8 @@ var GameObjectFactory = require('../GameObjectFactory');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Image} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('image', function (x, y, key, frame)
|
||||
|
@ -28,9 +28,9 @@ GameObjectFactory.register('image', function (x, y, key, frame)
|
|||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
|
@ -42,7 +42,7 @@ var MeshRender = require('./MeshRender');
|
|||
* @param {array} colors - An array containing the color data for this Mesh.
|
||||
* @param {array} alphas - An array containing the alpha data for this Mesh.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*/
|
||||
var Mesh = new Class({
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ var GameObjectFactory = require('../GameObjectFactory');
|
|||
* @param {array} colors - An array containing the color data for this Mesh.
|
||||
* @param {array} alphas - An array containing the alpha data for this Mesh.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Mesh} The Game Object that was created.
|
||||
*/
|
||||
|
|
|
@ -16,7 +16,7 @@ var GetFastValue = require('../../utils/object/GetFastValue');
|
|||
* @constructor
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number|object} [x=0] - The x coordinate of the Gravity Well, in world space.
|
||||
* @param {(number|object)} [x=0] - The x coordinate of the Gravity Well, in world space.
|
||||
* @param {number} [y=0] - The y coordinate of the Gravity Well, in world space.
|
||||
* @param {number} [power=0] - The power of the Gravity Well.
|
||||
* @param {number} [epsilon=100] - [description]
|
||||
|
|
|
@ -973,7 +973,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#setFrame
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {array|string|integer|object} frames - [description]
|
||||
* @param {(array|string|integer|object)} frames - [description]
|
||||
* @param {boolean} [pickRandom=true] - [description]
|
||||
* @param {integer} [quantity=1] - [description]
|
||||
*
|
||||
|
@ -1068,7 +1068,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#setBounds
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number|object} x - [description]
|
||||
* @param {(number|object)} x - [description]
|
||||
* @param {number} y - [description]
|
||||
* @param {number} width - [description]
|
||||
* @param {number} height - [description]
|
||||
|
|
|
@ -28,7 +28,7 @@ var Render = require('./ParticleManagerRender');
|
|||
*
|
||||
* @param {Phaser.Scene} scene - [description]
|
||||
* @param {string} texture - [description]
|
||||
* @param {string|integer} frame - [description]
|
||||
* @param {(string|integer)} frame - [description]
|
||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter[]} emitters - [description]
|
||||
*/
|
||||
var ParticleEmitterManager = new Class({
|
||||
|
@ -152,7 +152,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - The name or index of the frame within the Texture.
|
||||
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Game Object.
|
||||
*/
|
||||
|
@ -173,7 +173,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setFrame
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string|integer} [frame] - The name or index of the frame within the Texture.
|
||||
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Game Object.
|
||||
*/
|
||||
|
@ -194,7 +194,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setEmitterFrames
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Textures.Frame|Phaser.Textures.Frame[]} frames - [description]
|
||||
* @param {(Phaser.Textures.Frame|Phaser.Textures.Frame[])} frames - [description]
|
||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Game Object.
|
||||
|
|
|
@ -16,25 +16,25 @@ var ParticleEmitterManager = require('./ParticleEmitterManager');
|
|||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer|object} [frame] - [description]
|
||||
* @param {(string|integer|object)} [frame] - [description]
|
||||
* @param {object} [emitters] - [description]
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('particles', function (key, frame, emitters)
|
||||
{
|
||||
var manager = new ParticleEmitterManager(this.scene, key, frame, emitters);
|
||||
|
||||
|
||||
this.displayList.add(manager);
|
||||
this.updateList.add(manager);
|
||||
|
||||
|
||||
return manager;
|
||||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
|
@ -36,7 +36,7 @@ var Vector2 = require('../../math/Vector2');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*/
|
||||
var PathFollower = new Class({
|
||||
|
||||
|
|
|
@ -19,8 +19,8 @@ var PathFollower = require('./PathFollower');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('follower', function (path, x, y, key, frame)
|
||||
|
@ -34,9 +34,9 @@ GameObjectFactory.register('follower', function (path, x, y, key, frame)
|
|||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
|
@ -13,7 +13,7 @@ var Mesh = require('../mesh/Mesh');
|
|||
*
|
||||
* A Quad is a Mesh Game Object pre-configured with two triangles arranged into a rectangle, with a single
|
||||
* texture spread across them.
|
||||
*
|
||||
*
|
||||
* You can manipulate the corner points of the quad via the getters and setters such as `topLeftX`, and also
|
||||
* change their alpha and color values. The quad itself can be moved by adjusting the `x` and `y` properties.
|
||||
*
|
||||
|
@ -28,7 +28,7 @@ var Mesh = require('../mesh/Mesh');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*/
|
||||
var Quad = new Class({
|
||||
|
||||
|
@ -47,7 +47,7 @@ var Quad = new Class({
|
|||
// 1----2
|
||||
|
||||
var vertices = [
|
||||
0, 0, // tl
|
||||
0, 0, // tl
|
||||
0, 0, // bl
|
||||
0, 0, // br
|
||||
0, 0, // tl
|
||||
|
@ -86,7 +86,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-left x vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topLeftX
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -108,7 +108,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-left y vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topLeftY
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -130,7 +130,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-right x vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topRightX
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -151,7 +151,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-right y vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topRightY
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -172,7 +172,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-left x vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomLeftX
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -193,7 +193,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-left y vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomLeftY
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -214,7 +214,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-right x vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomRightX
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -236,7 +236,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-right y vertex of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomRightY
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -258,7 +258,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-left alpha value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topLeftAlpha
|
||||
* @type {float}
|
||||
* @since 3.0.0
|
||||
|
@ -280,7 +280,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-right alpha value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topRightAlpha
|
||||
* @type {float}
|
||||
* @since 3.0.0
|
||||
|
@ -301,7 +301,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-left alpha value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomLeftAlpha
|
||||
* @type {float}
|
||||
* @since 3.0.0
|
||||
|
@ -322,7 +322,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-right alpha value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomRightAlpha
|
||||
* @type {float}
|
||||
* @since 3.0.0
|
||||
|
@ -344,7 +344,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-left color value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topLeftColor
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -366,7 +366,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The top-right color value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#topRightColor
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -387,7 +387,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-left color value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomLeftColor
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -408,7 +408,7 @@ var Quad = new Class({
|
|||
|
||||
/**
|
||||
* The bottom-right color value of this Quad.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Quad#bottomRightColor
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
|
|
@ -19,7 +19,7 @@ var GameObjectFactory = require('../GameObjectFactory');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} The Game Object that was created.
|
||||
*/
|
||||
|
|
|
@ -80,7 +80,7 @@ var RenderTexture = new Class({
|
|||
this.renderer = scene.sys.game.renderer;
|
||||
this.globalTint = 0xffffff;
|
||||
this.globalAlpha = 1.0;
|
||||
|
||||
|
||||
if (this.renderer.type === CONST.WEBGL)
|
||||
{
|
||||
var gl = this.renderer.gl;
|
||||
|
@ -183,7 +183,7 @@ var RenderTexture = new Class({
|
|||
* @since 3.2.0
|
||||
*
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {number} x - The x position to draw the frame at.
|
||||
* @param {number} y - The y position to draw the frame at.
|
||||
*
|
||||
|
|
|
@ -47,7 +47,7 @@ var SpriteRender = require('./SpriteRender');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*/
|
||||
var Sprite = new Class({
|
||||
|
||||
|
@ -115,7 +115,7 @@ var Sprite = new Class({
|
|||
*
|
||||
* @param {string} key - [description]
|
||||
* @param {boolean} ignoreIfPlaying - [description]
|
||||
* @param {integer|string} startFrame - [description]
|
||||
* @param {(integer|string)} startFrame - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Sprite} This Game Object.
|
||||
*/
|
||||
|
|
|
@ -18,8 +18,8 @@ var Sprite = require('./Sprite');
|
|||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Sprite} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('sprite', function (x, y, key, frame)
|
||||
|
@ -33,9 +33,9 @@ GameObjectFactory.register('sprite', function (x, y, key, frame)
|
|||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
|
@ -28,7 +28,7 @@ var Vector4 = require('../../math/Vector4');
|
|||
* @param {number} y - The y position of this Game Object.
|
||||
* @param {number} z - The z position of this Game Object.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*/
|
||||
var Sprite3D = new Class({
|
||||
|
||||
|
@ -170,9 +170,9 @@ var Sprite3D = new Class({
|
|||
|
||||
/**
|
||||
* The visible state of the Game Object.
|
||||
*
|
||||
*
|
||||
* An invisible Game Object will skip rendering, but will still process update logic.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Sprite3D#visible
|
||||
* @type {boolean}
|
||||
* @since 3.0.0
|
||||
|
@ -194,7 +194,7 @@ var Sprite3D = new Class({
|
|||
|
||||
/**
|
||||
* The x position of this Game Object.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Sprite3D#x
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -215,7 +215,7 @@ var Sprite3D = new Class({
|
|||
|
||||
/**
|
||||
* The y position of this Game Object.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Sprite3D#y
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
@ -236,7 +236,7 @@ var Sprite3D = new Class({
|
|||
|
||||
/**
|
||||
* The z position of this Game Object.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Sprite3D#z
|
||||
* @type {number}
|
||||
* @since 3.0.0
|
||||
|
|
|
@ -19,8 +19,8 @@ var GameObjectFactory = require('../GameObjectFactory');
|
|||
* @param {number} y - The vertical position of this Game Object.
|
||||
* @param {number} z - The z position of this Game Object.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('sprite3D', function (x, y, z, key, frame)
|
||||
|
@ -34,9 +34,9 @@ GameObjectFactory.register('sprite3D', function (x, y, z, key, frame)
|
|||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
|
@ -470,7 +470,7 @@ var TextStyle = new Class({
|
|||
* @method Phaser.GameObjects.Components.TextStyle#setFont
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string|object} font - [description]
|
||||
* @param {(string|object)} font - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} The parent Text object.
|
||||
*/
|
||||
|
@ -532,7 +532,7 @@ var TextStyle = new Class({
|
|||
* @method Phaser.GameObjects.Components.TextStyle#setFontSize
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number|string} size - [description]
|
||||
* @param {(number|string)} size - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} The parent Text object.
|
||||
*/
|
||||
|
|
|
@ -42,7 +42,7 @@ var TextStyle = require('../TextStyle');
|
|||
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
|
||||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string|string[]} text - The text this Text object will display.
|
||||
* @param {(string|string[])} text - The text this Text object will display.
|
||||
* @param {object} style - The text style configuration object.
|
||||
*/
|
||||
var Text = new Class({
|
||||
|
@ -499,7 +499,7 @@ var Text = new Class({
|
|||
* @method Phaser.GameObjects.Text#setText
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string|string[]} value - The string, or array of strings, to be set as the content of this Text object.
|
||||
* @param {(string|string[])} value - The string, or array of strings, to be set as the content of this Text object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
*/
|
||||
|
@ -832,7 +832,7 @@ var Text = new Class({
|
|||
* @method Phaser.GameObjects.Text#setPadding
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number|object} left - [description]
|
||||
* @param {(number|object)} left - [description]
|
||||
* @param {number} top - [description]
|
||||
* @param {number} right - [description]
|
||||
* @param {number} bottom - [description]
|
||||
|
|
|
@ -17,9 +17,9 @@ var GameObjectFactory = require('../../GameObjectFactory');
|
|||
*
|
||||
* @param {number} x - The horizontal position of this Game Object in the world.
|
||||
* @param {number} y - The vertical position of this Game Object in the world.
|
||||
* @param {string|string[]} text - The text this Text object will display.
|
||||
* @param {(string|string[])} text - The text this Text object will display.
|
||||
* @param {object} [style] - The Text style configuration object.
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('text', function (x, y, text, style)
|
||||
|
@ -28,9 +28,9 @@ GameObjectFactory.register('text', function (x, y, text, style)
|
|||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
|
@ -43,7 +43,7 @@ var TileSpriteRender = require('./TileSpriteRender');
|
|||
* @param {number} width - The width of the Game Object.
|
||||
* @param {number} height - The height of the Game Object.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*/
|
||||
var TileSprite = new Class({
|
||||
|
||||
|
@ -119,7 +119,7 @@ var TileSprite = new Class({
|
|||
* [description]
|
||||
*
|
||||
* @name Phaser.GameObjects.TileSprite#renderer
|
||||
* @type {Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer}
|
||||
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.renderer = renderer;
|
||||
|
|
|
@ -20,8 +20,8 @@ var GameObjectFactory = require('../GameObjectFactory');
|
|||
* @param {number} width - The width of the Game Object.
|
||||
* @param {number} height - The height of the Game Object.
|
||||
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.TileSprite} The Game Object that was created.
|
||||
*/
|
||||
GameObjectFactory.register('tileSprite', function (x, y, width, height, key, frame)
|
||||
|
@ -30,9 +30,9 @@ GameObjectFactory.register('tileSprite', function (x, y, width, height, key, fra
|
|||
});
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
//
|
||||
// There are several properties available to use:
|
||||
//
|
||||
//
|
||||
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
||||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
|
Loading…
Add table
Reference in a new issue