This commit is contained in:
Richard Davey 2018-06-01 19:19:21 +01:00
commit 95826aa95f
13 changed files with 164 additions and 108 deletions

View file

@ -33,6 +33,7 @@
* Fixed `Math.Matrix4.makeRotationAxis()`. * Fixed `Math.Matrix4.makeRotationAxis()`.
* Fixed an incorrect usage of `Math.abs()` in `Math.Quaternion.calculateW()` (thanks @qxzkjp). * Fixed an incorrect usage of `Math.abs()` in `Math.Quaternion.calculateW()` (thanks @qxzkjp).
* Particle Emitter Managers can now be added to Containers (thanks @TadejZupancic) * Particle Emitter Managers can now be added to Containers (thanks @TadejZupancic)
* Fixed a method signature issue with the Animation component's `remove()` handler when `Animation`s are removed from the `AnimationManager`. This prevented removed animations from stopping correctly.
## Version 3.9.0 - Yui - 24th May 2018 ## Version 3.9.0 - Yui - 24th May 2018

View file

@ -510,8 +510,8 @@ var Animation = new Class({
* @private * @private
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.Components.Animation} component - [description] * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to load values into.
* @param {integer} startFrame - [description] * @param {integer} startFrame - The start frame of the animation to load.
*/ */
load: function (component, startFrame) load: function (component, startFrame)
{ {
@ -547,7 +547,7 @@ var Animation = new Class({
* *
* @param {float} value - A value between 0 and 1. * @param {float} value - A value between 0 and 1.
* *
* @return {Phaser.Animations.AnimationFrame} [description] * @return {Phaser.Animations.AnimationFrame} The frame closest to the given progress value.
*/ */
getFrameByProgress: function (value) getFrameByProgress: function (value)
{ {
@ -557,12 +557,12 @@ var Animation = new Class({
}, },
/** /**
* [description] * Advance the animation frame.
* *
* @method Phaser.Animations.Animation#nextFrame * @method Phaser.Animations.Animation#nextFrame
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.Components.Animation} component - [description] * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to advance.
*/ */
nextFrame: function (component) nextFrame: function (component)
{ {

View file

@ -11,21 +11,21 @@ var ScaleModes = require('../renderer/ScaleModes');
/** /**
* @typedef {object} GameObjectConfig * @typedef {object} GameObjectConfig
* *
* @property {number} [x=0] - [description] * @property {number} [x=0] - The x position of the Game Object.
* @property {number} [y=0] - [description] * @property {number} [y=0] - The y position of the Game Object.
* @property {number} [depth=0] - [description] * @property {number} [depth=0] - The depth of the GameObject.
* @property {boolean} [flipX=false] - [description] * @property {boolean} [flipX=false] - The horizontally flipped state of the Game Object.
* @property {boolean} [flipY=false] - [description] * @property {boolean} [flipY=false] - The vertically flipped state of the Game Object.
* @property {?(number|object)} [scale=null] - [description] * @property {?(number|object)} [scale=null] - The scale of the GameObject.
* @property {?(number|object)} [scrollFactor=null] - [description] * @property {?(number|object)} [scrollFactor=null] - The scroll factor of the GameObject.
* @property {number} [rotation=0] - [description] * @property {number} [rotation=0] - The rotation angle of the Game Object, in radians.
* @property {?number} [angle=null] - [description] * @property {?number} [angle=null] - The rotation angle of the Game Object, in degrees.
* @property {number} [alpha=1] - [description] * @property {number} [alpha=1] - The alpha (opacity) of the Game Object.
* @property {?(number|object)} [origin=null] - [description] * @property {?(number|object)} [origin=null] - The origin of the Game Object.
* @property {number} [scaleMode=ScaleModes.DEFAULT] - [description] * @property {number} [scaleMode=ScaleModes.DEFAULT] - The scale mode of the GameObject.
* @property {number} [blendMode=BlendModes.DEFAULT] - [description] * @property {number} [blendMode=BlendModes.DEFAULT] - The blend mode of the GameObject.
* @property {boolean} [visible=true] - [description] * @property {boolean} [visible=true] - The visible state of the Game Object.
* @property {boolean} [add=true] - [description] * @property {boolean} [add=true] - Add the GameObject to the scene.
*/ */
/** /**
@ -34,9 +34,9 @@ var ScaleModes = require('../renderer/ScaleModes');
* @function Phaser.GameObjects.BuildGameObject * @function Phaser.GameObjects.BuildGameObject
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.Scene} scene - [description] * @param {Phaser.Scene} scene - A reference to the Scene.
* @param {Phaser.GameObjects.GameObject} gameObject - [description] * @param {Phaser.GameObjects.GameObject} gameObject - The initial GameObject.
* @param {GameObjectConfig} config - [description] * @param {GameObjectConfig} config - The config to build the GameObject with.
* *
* @return {Phaser.GameObjects.GameObject} The built Game Object. * @return {Phaser.GameObjects.GameObject} The built Game Object.
*/ */

View file

@ -12,8 +12,8 @@ var GetAdvancedValue = require('../utils/object/GetAdvancedValue');
* @function Phaser.GameObjects.BuildGameObjectAnimation * @function Phaser.GameObjects.BuildGameObjectAnimation
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.Sprite} sprite - [description] * @param {Phaser.GameObjects.Sprite} sprite - The sprite to add an Animation component to.
* @param {object} config - [description] * @param {object} config - The animation config.
* *
* @return {Phaser.GameObjects.Sprite} The updated Sprite. * @return {Phaser.GameObjects.Sprite} The updated Sprite.
*/ */
@ -54,7 +54,7 @@ var BuildGameObjectAnimation = function (sprite, config)
var repeat = GetAdvancedValue(animConfig, 'repeat', 0); var repeat = GetAdvancedValue(animConfig, 'repeat', 0);
var repeatDelay = GetAdvancedValue(animConfig, 'repeatDelay', 0); var repeatDelay = GetAdvancedValue(animConfig, 'repeatDelay', 0);
var yoyo = GetAdvancedValue(animConfig, 'yoyo', false); var yoyo = GetAdvancedValue(animConfig, 'yoyo', false);
var play = GetAdvancedValue(animConfig, 'play', false); var play = GetAdvancedValue(animConfig, 'play', false);
var delayedPlay = GetAdvancedValue(animConfig, 'delayedPlay', 0); var delayedPlay = GetAdvancedValue(animConfig, 'delayedPlay', 0);

View file

@ -11,7 +11,11 @@ var StableSort = require('../utils/array/StableSort');
/** /**
* @classdesc * @classdesc
* [description] * The Display List plugin.
*
* Display Lists belong to a Scene and maintain the list of Game Objects to render every frame.
*
* Some of these Game Objects may also be part of the Scene's [Update List]{@link Phaser.GameObjects.UpdateList}, for updating.
* *
* @class DisplayList * @class DisplayList
* @extends Phaser.Structs.List.<Phaser.GameObjects.GameObject> * @extends Phaser.Structs.List.<Phaser.GameObjects.GameObject>
@ -19,7 +23,7 @@ var StableSort = require('../utils/array/StableSort');
* @constructor * @constructor
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.Scene} scene - [description] * @param {Phaser.Scene} scene - The Scene that this Display List belongs to.
*/ */
var DisplayList = new Class({ var DisplayList = new Class({
@ -32,7 +36,7 @@ var DisplayList = new Class({
List.call(this, scene); List.call(this, scene);
/** /**
* [description] * The flag the determines whether Game Objects should be sorted when `depthSort()` is called.
* *
* @name Phaser.GameObjects.DisplayList#sortChildrenFlag * @name Phaser.GameObjects.DisplayList#sortChildrenFlag
* @type {boolean} * @type {boolean}
@ -42,7 +46,7 @@ var DisplayList = new Class({
this.sortChildrenFlag = false; this.sortChildrenFlag = false;
/** /**
* [description] * The Scene that this Display List belongs to.
* *
* @name Phaser.GameObjects.DisplayList#scene * @name Phaser.GameObjects.DisplayList#scene
* @type {Phaser.Scene} * @type {Phaser.Scene}
@ -51,7 +55,7 @@ var DisplayList = new Class({
this.scene = scene; this.scene = scene;
/** /**
* [description] * The Scene's Systems.
* *
* @name Phaser.GameObjects.DisplayList#systems * @name Phaser.GameObjects.DisplayList#systems
* @type {Phaser.Scenes.Systems} * @type {Phaser.Scenes.Systems}
@ -118,15 +122,15 @@ var DisplayList = new Class({
}, },
/** /**
* [description] * Compare the depth of two Game Objects.
* *
* @method Phaser.GameObjects.DisplayList#sortByDepth * @method Phaser.GameObjects.DisplayList#sortByDepth
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.GameObject} childA - [description] * @param {Phaser.GameObjects.GameObject} childA - The first Game Object.
* @param {Phaser.GameObjects.GameObject} childB - [description] * @param {Phaser.GameObjects.GameObject} childB - The second Game Object.
* *
* @return {integer} [description] * @return {integer} The difference between the depths of each Game Object.
*/ */
sortByDepth: function (childA, childB) sortByDepth: function (childA, childB)
{ {
@ -134,15 +138,15 @@ var DisplayList = new Class({
}, },
/** /**
* Given an array of Game Objects, sort the array and return it, * Given an array of Game Objects, sort the array and return it, so that
* so that the objects are in index order with the lowest at the bottom. * the objects are in index order with the lowest at the bottom.
* *
* @method Phaser.GameObjects.DisplayList#sortGameObjects * @method Phaser.GameObjects.DisplayList#sortGameObjects
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.GameObject[]} gameObjects - [description] * @param {Phaser.GameObjects.GameObject[]} gameObjects - The array of Game Objects to sort.
* *
* @return {array} [description] * @return {array} The sorted array of Game Objects.
*/ */
sortGameObjects: function (gameObjects) sortGameObjects: function (gameObjects)
{ {
@ -154,14 +158,16 @@ var DisplayList = new Class({
}, },
/** /**
* Get the top-most Game Object in the given array of Game Objects, after sorting it.
*
* Note that the given array is sorted in place, even though it isn't returned directly it will still be updated. * Note that the given array is sorted in place, even though it isn't returned directly it will still be updated.
* *
* @method Phaser.GameObjects.DisplayList#getTopGameObject * @method Phaser.GameObjects.DisplayList#getTopGameObject
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.GameObject[]} gameObjects - [description] * @param {Phaser.GameObjects.GameObject[]} gameObjects - The array of Game Objects.
* *
* @return {Phaser.GameObjects.GameObject} The top-most Game Object on the Display List. * @return {Phaser.GameObjects.GameObject} The top-most Game Object in the array of Game Objects.
*/ */
getTopGameObject: function (gameObjects) getTopGameObject: function (gameObjects)
{ {

View file

@ -9,14 +9,18 @@ var PluginCache = require('../plugins/PluginCache');
/** /**
* @classdesc * @classdesc
* [description] * The Update List plugin.
*
* Update Lists belong to a Scene and maintain the list Game Objects to be updated every frame.
*
* Some or all of these Game Objects may also be part of the Scene's [Display List]{@link Phaser.GameObjects.DisplayList}, for Rendering.
* *
* @class UpdateList * @class UpdateList
* @memberOf Phaser.GameObjects * @memberOf Phaser.GameObjects
* @constructor * @constructor
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.Scene} scene - [description] * @param {Phaser.Scene} scene - The Scene that the Update List belongs to.
*/ */
var UpdateList = new Class({ var UpdateList = new Class({
@ -25,7 +29,7 @@ var UpdateList = new Class({
function UpdateList (scene) function UpdateList (scene)
{ {
/** /**
* [description] * The Scene that the Update List belongs to.
* *
* @name Phaser.GameObjects.UpdateList#scene * @name Phaser.GameObjects.UpdateList#scene
* @type {Phaser.Scene} * @type {Phaser.Scene}
@ -34,7 +38,7 @@ var UpdateList = new Class({
this.scene = scene; this.scene = scene;
/** /**
* [description] * The Scene's Systems.
* *
* @name Phaser.GameObjects.UpdateList#systems * @name Phaser.GameObjects.UpdateList#systems
* @type {Phaser.Scenes.Systems} * @type {Phaser.Scenes.Systems}
@ -43,7 +47,7 @@ var UpdateList = new Class({
this.systems = scene.sys; this.systems = scene.sys;
/** /**
* [description] * The list of Game Objects.
* *
* @name Phaser.GameObjects.UpdateList#_list * @name Phaser.GameObjects.UpdateList#_list
* @type {array} * @type {array}
@ -54,7 +58,7 @@ var UpdateList = new Class({
this._list = []; this._list = [];
/** /**
* [description] * Game Objects that are pending insertion into the list.
* *
* @name Phaser.GameObjects.UpdateList#_pendingInsertion * @name Phaser.GameObjects.UpdateList#_pendingInsertion
* @type {array} * @type {array}
@ -65,7 +69,7 @@ var UpdateList = new Class({
this._pendingInsertion = []; this._pendingInsertion = [];
/** /**
* [description] * Game Objects that are pending removal from the list.
* *
* @name Phaser.GameObjects.UpdateList#_pendingRemoval * @name Phaser.GameObjects.UpdateList#_pendingRemoval
* @type {array} * @type {array}
@ -111,14 +115,14 @@ var UpdateList = new Class({
}, },
/** /**
* [description] * Add a Game Object to the Update List.
* *
* @method Phaser.GameObjects.UpdateList#add * @method Phaser.GameObjects.UpdateList#add
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.GameObject} child - [description] * @param {Phaser.GameObjects.GameObject} child - The Game Object to add.
* *
* @return {Phaser.GameObjects.GameObject} [description] * @return {Phaser.GameObjects.GameObject} The added Game Object.
*/ */
add: function (child) add: function (child)
{ {
@ -133,13 +137,12 @@ var UpdateList = new Class({
}, },
/** /**
* [description] * The pre-update step.
*
* Handles Game Objects that are pending insertion to and removal from the list.
* *
* @method Phaser.GameObjects.UpdateList#preUpdate * @method Phaser.GameObjects.UpdateList#preUpdate
* @since 3.0.0 * @since 3.0.0
*
* @param {number} time - [description]
* @param {number} delta - [description]
*/ */
preUpdate: function () preUpdate: function ()
{ {
@ -177,13 +180,15 @@ var UpdateList = new Class({
}, },
/** /**
* [description] * The update step.
*
* Pre-updates every active Game Object in the list.
* *
* @method Phaser.GameObjects.UpdateList#update * @method Phaser.GameObjects.UpdateList#update
* @since 3.0.0 * @since 3.0.0
* *
* @param {number} time - [description] * @param {number} time - The current timestamp.
* @param {number} delta - [description] * @param {number} delta - The delta time elapsed since the last frame.
*/ */
update: function (time, delta) update: function (time, delta)
{ {
@ -199,14 +204,14 @@ var UpdateList = new Class({
}, },
/** /**
* [description] * Remove a Game Object from the list.
* *
* @method Phaser.GameObjects.UpdateList#remove * @method Phaser.GameObjects.UpdateList#remove
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.GameObject} child - [description] * @param {Phaser.GameObjects.GameObject} child - The Game Object to remove from the list.
* *
* @return {Phaser.GameObjects.GameObject} [description] * @return {Phaser.GameObjects.GameObject} The removed Game Object.
*/ */
remove: function (child) remove: function (child)
{ {
@ -216,12 +221,12 @@ var UpdateList = new Class({
{ {
this._list.splice(index, 1); this._list.splice(index, 1);
} }
return child; return child;
}, },
/** /**
* [description] * Remove all Game Objects from the list.
* *
* @method Phaser.GameObjects.UpdateList#removeAll * @method Phaser.GameObjects.UpdateList#removeAll
* @since 3.0.0 * @since 3.0.0

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@ -5,14 +5,48 @@
*/ */
/** /**
* [description] * @typedef {object} BitmapTextSize
*
* @property {GlobalBitmapTextSize} global - The position and size of the BitmapText, taking into consideration the position and scale of the Game Object.
* @property {LocalBitmapTextSize} local - The position and size of the BitmapText, taking just the font size into consideration.
*/
/**
* @typedef {object} GlobalBitmapTextSize
*
* @property {number} x - The x position of the BitmapText, taking into consideration the x coordinate of the Game Object.
* @property {number} y - The y position of the BitmapText, taking into consideration the y coordinate of the Game Object.
* @property {number} width - The width of the BitmapText, taking into consideration the x scale of the Game Object.
* @property {number} width - The height of the BitmapText, taking into consideration the y scale of the Game Object.
*/
/**
* @typedef {object} LocalBitmapTextSize
*
* @property {number} x - The x position of the BitmapText.
* @property {number} y - The y position of the BitmapText.
* @property {number} width - The width of the BitmapText.
* @property {number} width - The height of the BitmapText.
*/
/**
* Calculate the position, width and height of a BitmapText Game Object.
*
* Returns a BitmapTextSize object that contains global and local variants of the Game Objects x and y coordinates and
* its width and height.
*
* The global position and size take into consideration the Game Object's position and scale.
*
* The local position and size just takes into consideration the font data.
* *
* @function GetBitmapTextSize * @function GetBitmapTextSize
* @since 3.0.0 * @since 3.0.0
* @private * @private
* *
* @param {(Phaser.GameObjects.DynamicBitmapText|Phaser.GameObjects.BitmapText)} src - [description] * @param {(Phaser.GameObjects.DynamicBitmapText|Phaser.GameObjects.BitmapText)} src - The BitmapText to calculate the position, width and height of.
* @param {boolean} round - [description] * @param {boolean} round - Whether to round the results to the nearest integer.
*
* @return {BitmapTextSize} The calculated position, width and height of the BitmapText.
*/ */
var GetBitmapTextSize = function (src, round) var GetBitmapTextSize = function (src, round)
{ {

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@ -7,11 +7,19 @@
var ParseXMLBitmapFont = require('./ParseXMLBitmapFont'); var ParseXMLBitmapFont = require('./ParseXMLBitmapFont');
/** /**
* [description] * Parse an XML Bitmap Font from an Atlas.
* *
* @function ParseFromAtlas * @function ParseFromAtlas
* @since 3.0.0 * @since 3.0.0
* @private * @private
*
* @param {Phaser.Scene} scene - The Scene to parse the Bitmap Font for.
* @param {string} fontName - The key of the font to add to the Bitmap Font cache.
* @param {string} textureKey - The key of the BitmapFont's texture.
* @param {string} frameKey - The key of the BitmapFont texture's frame.
* @param {string} xmlKey - The key of the XML data of the font to parse.
* @param {integer} xSpacing - The x-axis spacing to add between each letter.
* @param {integer} ySpacing - The y-axis spacing to add to the line height.
*/ */
var ParseFromAtlas = function (scene, fontName, textureKey, frameKey, xmlKey, xSpacing, ySpacing) var ParseFromAtlas = function (scene, fontName, textureKey, frameKey, xmlKey, xSpacing, ySpacing)
{ {

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@ -19,10 +19,10 @@ function getValue (node, attribute)
* @since 3.0.0 * @since 3.0.0
* @private * @private
* *
* @param {XMLDocument} xml - [description] * @param {XMLDocument} xml - The XML Document to parse the font from.
* @param {integer} [xSpacing=0] - [description] * @param {integer} [xSpacing=0] - The x-axis spacing to add between each letter.
* @param {integer} [ySpacing=0] - [description] * @param {integer} [ySpacing=0] - The y-axis spacing to add to the line height.
* @param {Phaser.Textures.Frame} [frame] - [description] * @param {Phaser.Textures.Frame} [frame] - The texture frame to take into account while parsing.
*/ */
var ParseXMLBitmapFont = function (xml, xSpacing, ySpacing, frame) var ParseXMLBitmapFont = function (xml, xSpacing, ySpacing, frame)
{ {

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@ -381,8 +381,8 @@ var Animation = new Class({
* @protected * @protected
* @since 3.0.0 * @since 3.0.0
* *
* @param {string} key - [description] * @param {string} key - The key of the animation to load.
* @param {integer} [startFrame=0] - [description] * @param {integer} [startFrame=0] - The start frame of the animation to load.
* *
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/ */
@ -549,7 +549,7 @@ var Animation = new Class({
* @method Phaser.GameObjects.Components.Animation#setProgress * @method Phaser.GameObjects.Components.Animation#setProgress
* @since 3.4.0 * @since 3.4.0
* *
* @param {float} [value=0] - [description] * @param {float} [value=0] - The progress value, between 0 and 1.
* *
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/ */
@ -566,18 +566,19 @@ var Animation = new Class({
}, },
/** /**
* [description] * Handle the removal of an animation from the Animation Manager.
* *
* @method Phaser.GameObjects.Components.Animation#remove * @method Phaser.GameObjects.Components.Animation#remove
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.Animations.Animation} [event] - [description] * @param {string} [key] - The key of the removed Animation.
* @param {Phaser.Animations.Animation} [animation] - The removed Animation.
*/ */
remove: function (event) remove: function (key, animation)
{ {
if (event === undefined) { event = this.currentAnim; } if (animation === undefined) { animation = this.currentAnim; }
if (this.isPlaying && event.key === this.currentAnim.key) if (this.isPlaying && animation.key === this.currentAnim.key)
{ {
this.stop(); this.stop();
@ -610,7 +611,7 @@ var Animation = new Class({
* @method Phaser.GameObjects.Components.Animation#setRepeat * @method Phaser.GameObjects.Components.Animation#setRepeat
* @since 3.4.0 * @since 3.4.0
* *
* @param {integer} value - [description] * @param {integer} value - The number of times that the animation should repeat.
* *
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/ */
@ -662,7 +663,7 @@ var Animation = new Class({
* @method Phaser.GameObjects.Components.Animation#restart * @method Phaser.GameObjects.Components.Animation#restart
* @since 3.0.0 * @since 3.0.0
* *
* @param {boolean} [includeDelay=false] - [description] * @param {boolean} [includeDelay=false] - Whether to include the delay value of the animation when restarting.
* *
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/ */
@ -812,10 +813,10 @@ var Animation = new Class({
* @method Phaser.GameObjects.Components.Animation#update * @method Phaser.GameObjects.Components.Animation#update
* @since 3.0.0 * @since 3.0.0
* *
* @param {number} timestamp - [description] * @param {number} time - The current timestamp.
* @param {number} delta - The delta time, in ms, elapsed since the last frame. * @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/ */
update: function (timestamp, delta) update: function (time, delta)
{ {
if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused) if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused)
{ {
@ -882,7 +883,7 @@ var Animation = new Class({
* @private * @private
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.Animations.AnimationFrame} animationFrame - [description] * @param {Phaser.Animations.AnimationFrame} animationFrame - The animation frame to change to.
*/ */
updateFrame: function (animationFrame) updateFrame: function (animationFrame)
{ {
@ -941,7 +942,9 @@ var Animation = new Class({
}, },
/** /**
* [description] * Destroy this Animation component.
*
* Unregisters event listeners and cleans up its references.
* *
* @method Phaser.GameObjects.Components.Animation#destroy * @method Phaser.GameObjects.Components.Animation#destroy
* @since 3.0.0 * @since 3.0.0

View file

@ -6,17 +6,17 @@
/** /**
* Provides methods used for setting the WebGL rendering pipeline of a Game Object. * Provides methods used for setting the WebGL rendering pipeline of a Game Object.
* *
* @name Phaser.GameObjects.Components.Pipeline * @name Phaser.GameObjects.Components.Pipeline
* @webglOnly * @webglOnly
* @since 3.0.0 * @since 3.0.0
*/ */
var Pipeline = { var Pipeline = {
/** /**
* [description] * The initial WebGL pipeline of this Game Object.
* *
* @name Phaser.GameObjects.Components.Pipeline#defaultPipeline * @name Phaser.GameObjects.Components.Pipeline#defaultPipeline
* @type {Phaser.Renderer.WebGL.WebGLPipeline} * @type {Phaser.Renderer.WebGL.WebGLPipeline}
* @default null * @default null
@ -26,8 +26,8 @@ var Pipeline = {
defaultPipeline: null, defaultPipeline: null,
/** /**
* [description] * The current WebGL pipeline of this Game Object.
* *
* @name Phaser.GameObjects.Components.Pipeline#pipeline * @name Phaser.GameObjects.Components.Pipeline#pipeline
* @type {Phaser.Renderer.WebGL.WebGLPipeline} * @type {Phaser.Renderer.WebGL.WebGLPipeline}
* @default null * @default null
@ -39,13 +39,13 @@ var Pipeline = {
/** /**
* Sets the initial WebGL Pipeline of this Game Object. * Sets the initial WebGL Pipeline of this Game Object.
* This should only be called during the instantiation of the Game Object. * This should only be called during the instantiation of the Game Object.
* *
* @method Phaser.GameObjects.Components.Pipeline#initPipeline * @method Phaser.GameObjects.Components.Pipeline#initPipeline
* @webglOnly * @webglOnly
* @since 3.0.0 * @since 3.0.0
* *
* @param {string} pipelineName - The name of the pipeline to set on this Game Object. * @param {string} pipelineName - The name of the pipeline to set on this Game Object.
* *
* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`. * @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
*/ */
initPipeline: function (pipelineName) initPipeline: function (pipelineName)
@ -65,13 +65,13 @@ var Pipeline = {
/** /**
* Sets the active WebGL Pipeline of this Game Object. * Sets the active WebGL Pipeline of this Game Object.
* *
* @method Phaser.GameObjects.Components.Pipeline#setPipeline * @method Phaser.GameObjects.Components.Pipeline#setPipeline
* @webglOnly * @webglOnly
* @since 3.0.0 * @since 3.0.0
* *
* @param {string} pipelineName - The name of the pipeline to set on this Game Object. * @param {string} pipelineName - The name of the pipeline to set on this Game Object.
* *
* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`. * @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
*/ */
setPipeline: function (pipelineName) setPipeline: function (pipelineName)
@ -84,13 +84,13 @@ var Pipeline = {
return true; return true;
} }
return false; return false;
}, },
/** /**
* Resets the WebGL Pipeline of this Game Object back to the default it was created with. * Resets the WebGL Pipeline of this Game Object back to the default it was created with.
* *
* @method Phaser.GameObjects.Components.Pipeline#resetPipeline * @method Phaser.GameObjects.Components.Pipeline#resetPipeline
* @webglOnly * @webglOnly
* @since 3.0.0 * @since 3.0.0
@ -106,7 +106,7 @@ var Pipeline = {
/** /**
* Gets the name of the WebGL Pipeline this Game Object is currently using. * Gets the name of the WebGL Pipeline this Game Object is currently using.
* *
* @method Phaser.GameObjects.Components.Pipeline#getPipelineName * @method Phaser.GameObjects.Components.Pipeline#getPipelineName
* @webglOnly * @webglOnly
* @since 3.0.0 * @since 3.0.0

View file

@ -29,18 +29,17 @@
* @property {object} data - The data of this Game Object. * @property {object} data - The data of this Game Object.
*/ */
// Default Game Object JSON export
// Is extended further by Game Object specific implementations
/** /**
* [description] * Export a Game Object as a JSON object.
*
* This is typically extended further by Game Object specific implementations.
* *
* @method Phaser.GameObjects.Components.ToJSON * @method Phaser.GameObjects.Components.ToJSON
* @since 3.0.0 * @since 3.0.0
* *
* @param {Phaser.GameObjects.GameObject} gameObject - [description] * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export.
* *
* @return {JSONGameObject} [description] * @return {JSONGameObject} The exported Game Object.
*/ */
var ToJSON = function (gameObject) var ToJSON = function (gameObject)
{ {

View file

@ -12,10 +12,10 @@ var RenderTexture = require('./RenderTexture');
/** /**
* @typedef {object} RenderTextureConfig * @typedef {object} RenderTextureConfig
* *
* @property {number} [x=0] - [description] * @property {number} [x=0] - The x coordinate of the RenderTexture's position.
* @property {number} [y=0] - [description] * @property {number} [y=0] - The y coordinate of the RenderTexture's position.
* @property {number} [width=32] - [description] * @property {number} [width=32] - The width of the RenderTexture.
* @property {number} [height=32] - [description] * @property {number} [height=32] - The height of the RenderTexture.
*/ */
/** /**