mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
commit
8e265428ee
10 changed files with 44 additions and 36 deletions
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@ -225,8 +225,8 @@ var Transform = {
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/**
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* The angle of this Game Object in radians.
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*
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* Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
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* and -90 is up.
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* Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left
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* and -PI/2 is up.
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*
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* If you prefer to work in degrees, see the `angle` property instead.
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*
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@ -423,7 +423,7 @@ var Vector2 = new Class({
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},
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/**
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* Right-hand normalize (make unit length) this Vector.
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* Rotate this Vector to its perpendicular, in the positive direction.
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*
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* @method Phaser.Math.Vector2#normalizeRightHand
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* @since 3.0.0
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@ -560,7 +560,7 @@ var Vector2 = new Class({
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/**
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* A static zero Vector2 for use by reference.
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*
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*
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* This constant is meant for comparison operations and should not be modified directly.
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*
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* @constant
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@ -572,7 +572,7 @@ Vector2.ZERO = new Vector2();
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/**
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* A static right Vector2 for use by reference.
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*
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*
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* This constant is meant for comparison operations and should not be modified directly.
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*
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* @constant
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@ -584,7 +584,7 @@ Vector2.RIGHT = new Vector2(1, 0);
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/**
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* A static left Vector2 for use by reference.
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*
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*
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* This constant is meant for comparison operations and should not be modified directly.
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*
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* @constant
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@ -596,7 +596,7 @@ Vector2.LEFT = new Vector2(-1, 0);
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/**
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* A static up Vector2 for use by reference.
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*
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*
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* This constant is meant for comparison operations and should not be modified directly.
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*
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* @constant
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@ -608,7 +608,7 @@ Vector2.UP = new Vector2(0, -1);
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/**
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* A static down Vector2 for use by reference.
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*
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*
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* This constant is meant for comparison operations and should not be modified directly.
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*
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* @constant
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@ -620,7 +620,7 @@ Vector2.DOWN = new Vector2(0, 1);
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/**
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* A static one Vector2 for use by reference.
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*
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*
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* This constant is meant for comparison operations and should not be modified directly.
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*
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* @constant
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@ -7,7 +7,7 @@
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/**
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* Linear easing (no variation).
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*
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* @function Phaser.Math.Easing.Linear.Linear
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* @function Phaser.Math.Easing.Linear
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* @since 3.0.0
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*
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* @param {number} v - The value to be tweened.
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@ -7,7 +7,7 @@
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/**
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* Stepped easing.
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*
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* @function Phaser.Math.Easing.Stepped.Stepped
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* @function Phaser.Math.Easing.Stepped
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* @since 3.0.0
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*
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* @param {number} v - The value to be tweened.
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@ -15,7 +15,7 @@ var IsPlainObject = require('../../utils/object/IsPlainObject');
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* @classdesc
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* An Arcade Physics Group object.
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*
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* All Game Objects created by this Group will automatically be given dynamic Arcade Physics bodies.
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* All Game Objects created by or added to this Group will automatically be given dynamic Arcade Physics bodies, if they have no body.
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*
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* Its static counterpart is {@link Phaser.Physics.Arcade.StaticGroup}.
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*
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@ -15,7 +15,7 @@ var IsPlainObject = require('../../utils/object/IsPlainObject');
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* @classdesc
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* An Arcade Physics Static Group object.
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*
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* All Game Objects created by this Group will automatically be given static Arcade Physics bodies.
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* All Game Objects created by or added to this Group will automatically be given static Arcade Physics bodies, if they have no body.
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*
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* Its dynamic counterpart is {@link Phaser.Physics.Arcade.Group}.
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*
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@ -14,12 +14,7 @@ var NOOP = require('../utils/NOOP');
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/**
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* @classdesc
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* The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback.
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* The audio file type and the encoding of those files are extremely important.
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*
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* Not all browsers can play all audio formats.
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*
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* There is a good guide to what's supported [here](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
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* Base class for other Sound Manager classes.
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*
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* @class BaseSoundManager
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* @extends Phaser.Events.EventEmitter
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@ -28,6 +23,10 @@ var NOOP = require('../utils/NOOP');
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - Reference to the current game instance.
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*
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* @see Phaser.Sound.HTML5AudioSoundManager
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* @see Phaser.Sound.NoAudioSoundManager
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* @see Phaser.Sound.WebAudioSoundManager
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*/
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var BaseSoundManager = new Class({
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@ -266,8 +265,9 @@ var BaseSoundManager = new Class({
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},
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/**
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* Enables playing audio sprite sound on the fly without the need to keep a reference to it.
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* Sound will auto destroy once its playback ends.
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* Adds a new audio sprite sound to the sound manager and plays it.
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* The sprite will be automatically removed (destroyed) once playback ends.
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* This lets you play a new sound on the fly without the need to keep a reference to it.
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*
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* @method Phaser.Sound.BaseSoundManager#playAudioSprite
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* @listens Phaser.Sound.Events#COMPLETE
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@ -12,16 +12,20 @@ var HTML5AudioSound = require('./HTML5AudioSound');
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/**
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* HTML5 Audio implementation of the Sound Manager.
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*
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* Note: To play multiple instances of the same HTML5 Audio sound, you need to provide an `instances` value when
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*
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* To play multiple instances of the same HTML5 Audio sound, you need to provide an `instances` value when
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* loading the sound with the Loader:
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*
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*
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* ```javascript
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* this.load.audio('explosion', 'explosion.mp3', {
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* instances: 2
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* });
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* ```
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*
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* Not all browsers can play all audio formats.
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*
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* There is a good guide to what's supported: [Cross-browser audio basics: Audio codec support](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
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*
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* @class HTML5AudioSoundManager
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* @extends Phaser.Sound.BaseSoundManager
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* @memberof Phaser.Sound
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@ -13,10 +13,10 @@ var NOOP = require('../../utils/NOOP');
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/**
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* @classdesc
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* No audio implementation of the sound manager. It is used if audio has been
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* No-audio implementation of the Sound Manager. It is used if audio has been
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* disabled in the game config or the device doesn't support any audio.
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*
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* It represents a graceful degradation of sound manager logic that provides
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* It represents a graceful degradation of Sound Manager logic that provides
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* minimal functionality and prevents Phaser projects that use audio from
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* breaking on devices that don't support any audio playback technologies.
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*
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@ -13,7 +13,11 @@ var WebAudioSound = require('./WebAudioSound');
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/**
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* @classdesc
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* Web Audio API implementation of the sound manager.
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* Web Audio API implementation of the Sound Manager.
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*
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* Not all browsers can play all audio formats.
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*
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* There is a good guide to what's supported: [Cross-browser audio basics: Audio codec support](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
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*
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* @class WebAudioSoundManager
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* @extends Phaser.Sound.BaseSoundManager
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@ -117,7 +121,7 @@ var WebAudioSoundManager = new Class({
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/**
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* This method takes a new AudioContext reference and then sets
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* this Sound Manager to use that context for all playback.
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*
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*
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* As part of this call it also disconnects the master mute and volume
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* nodes and then re-creates them on the new given context.
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*
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@ -180,16 +184,16 @@ var WebAudioSoundManager = new Class({
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/**
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* Decode audio data into a format ready for playback via Web Audio.
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*
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*
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* The audio data can be a base64 encoded string, an audio media-type data uri, or an ArrayBuffer instance.
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*
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*
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* The `audioKey` is the key that will be used to save the decoded audio to the audio cache.
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*
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*
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* Instead of passing a single entry you can instead pass an array of `Phaser.Types.Sound.DecodeAudioConfig`
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* objects as the first and only argument.
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*
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*
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* Decoding is an async process, so be sure to listen for the events to know when decoding has completed.
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*
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*
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* Once the audio has decoded it can be added to the Sound Manager or played via its key.
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*
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* @method Phaser.Sound.WebAudioSoundManager#decodeAudio
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@ -231,7 +235,7 @@ var WebAudioSoundManager = new Class({
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var success = function (key, audioBuffer)
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{
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cache.add(key, audioBuffer);
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this.emit(Events.DECODED, key);
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remaining--;
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this.emit(Events.DECODED_ALL);
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}
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}.bind(this, key);
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var failure = function (key, error)
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{
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// eslint-disable-next-line no-console
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@ -283,7 +287,7 @@ var WebAudioSoundManager = new Class({
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body.removeEventListener('touchend', unlockHandler);
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body.removeEventListener('click', unlockHandler);
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body.removeEventListener('keydown', unlockHandler);
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_this.unlocked = true;
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}, function ()
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{
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