Final Sprite documentation added.

This commit is contained in:
photonstorm 2013-10-25 15:02:21 +01:00
parent 2659ed7a4a
commit a08436abc3
2 changed files with 236 additions and 104 deletions

2
.gitignore vendored
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@ -1,10 +1,12 @@
# System and IDE files
Thumbs.db
.DS_Store
.idea
Phaser OSX.sublime-project
Phaser OSX.sublime-workspace
Phaser.sublime-project
Phaser.sublime-workspace
*.suo
# Vendors
node_modules/

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@ -2,19 +2,21 @@
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Sprite
*/
/**
* Create a new <code>Sprite</code>.
* Create a new <code>Sprite</code> object. Sprites are the lifeblood of your game, used for nearly everything visual.
* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
*
* @class Phaser.Sprite
* @classdesc Description of class.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {Description} x - Description.
* @param {Description} y - Description.
* @param {string} key - Description.
* @param {Description} frame - Description.
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
Phaser.Sprite = function (game, x, y, key, frame) {
@ -41,8 +43,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.alive = true;
/**
* @property {Description} group - Description.
* @default
* @property {Phaser.Group} group - The parent Group of this Sprite. This is usually set after Sprite instantiation by the parent.
*/
this.group = null;
@ -53,12 +54,13 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.name = '';
/**
* @property {Description} type - Description.
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.SPRITE;
/**
* @property {number} renderOrderID - Description.
* @property {number} renderOrderID - Used by the Renderer and Input Manager to control picking order.
* @default
*/
this.renderOrderID = -1;
@ -72,12 +74,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.lifespan = 0;
/**
* @property {Events} events - The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
* @property {Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it. (see Phaser.AnimationManager)
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
*/
this.animations = new Phaser.AnimationManager(this);
@ -87,10 +89,15 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.input = new Phaser.InputHandler(this);
/**
* @property {Description} key - Description.
* @property {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
*/
this.key = key;
/**
* @property {Phaser.Frame} currentFrame - A reference to the currently displayed frame.
*/
this.currentFrame = null;
if (key instanceof Phaser.RenderTexture)
{
PIXI.Sprite.call(this, key);
@ -146,26 +153,21 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.anchor = new Phaser.Point();
/**
* @property {number} x - Description.
* @property {number} x - The x coordinate (in world space) of this Sprite.
*/
this.x = x;
/**
* @property {number} y - Description.
* @property {number} y - The y coordinate (in world space) of this Sprite.
*/
this.y = y;
/**
* @property {Description} position - Description.
*/
this.position.x = x;
this.position.y = y;
/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its visible property set to 'false'.
* Note that this check doesn't look at this Sprites children, which may still be in camera range.
* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
* A culled sprite has its renderable property set to 'false'.
*
* @property {boolean} autoCull
* @default
@ -173,7 +175,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.autoCull = false;
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
* @property {Phaser.Point} scale - The scale of the Sprite when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
*/
this.scale = new Phaser.Point(1, 1);
@ -227,42 +229,45 @@ Phaser.Sprite = function (game, x, y, key, frame) {
};
/**
* @property {Phaser.Point} offset - Corner point defaults.
* @property {Phaser.Point} offset - Corner point defaults. Should not typically be modified.
*/
this.offset = new Phaser.Point;
/**
* @property {Phaser.Point} center - Description.
* @property {Phaser.Point} center - A Point containing the center coordinate of the Sprite. Takes rotation and scale into account.
*/
this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2));
/**
* @property {Phaser.Point} topLeft - Description.
* @property {Phaser.Point} topLeft - A Point containing the top left coordinate of the Sprite. Takes rotation and scale into account.
*/
this.topLeft = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} topRight - Description.
* @property {Phaser.Point} topRight - A Point containing the top right coordinate of the Sprite. Takes rotation and scale into account.
*/
this.topRight = new Phaser.Point(x + this._cache.width, y);
/**
* @property {Phaser.Point} bottomRight - Description.
* @property {Phaser.Point} bottomRight - A Point containing the bottom right coordinate of the Sprite. Takes rotation and scale into account.
*/
this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height);
/**
* @property {Phaser.Point} bottomLeft - Description.
* @property {Phaser.Point} bottomLeft - A Point containing the bottom left coordinate of the Sprite. Takes rotation and scale into account.
*/
this.bottomLeft = new Phaser.Point(x, y + this._cache.height);
/**
* @property {Phaser.Rectangle} bounds - Description.
* This Rectangle object fully encompasses the Sprite and is updated in real-time.
* The bounds is the full bounding area after rotation and scale have been taken into account. It should not be modified directly.
* It's used for Camera culling and physics body alignment.
* @property {Phaser.Rectangle} bounds
*/
this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height);
/**
* @property {Phaser.Physics.Arcade.Body} body - Set-up the physics body.
* @property {Phaser.Physics.Arcade.Body} body - By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates.
*/
this.body = new Phaser.Physics.Arcade.Body(this);
@ -272,24 +277,24 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.health = 1;
/**
* @property {Description} inWorld - World bounds check.
* @property {boolean} inWorld - This value is set to true if the Sprite is positioned within the World, otherwise false.
*/
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
/**
* @property {number} inWorldThreshold - World bounds check.
* @property {number} inWorldThreshold - A threshold value applied to the inWorld check. If you don't want a Sprite to be considered "out of the world" until at least 100px away for example then set it to 100.
* @default
*/
this.inWorldThreshold = 0;
/**
* @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
* @property {boolean} outOfBoundsKill - If true the Sprite is killed as soon as Sprite.inWorld is false.
* @default
*/
this.outOfBoundsKill = false;
/**
* @property {boolean} _outOfBoundsFired - Description.
* @property {boolean} _outOfBoundsFired - Internal flag.
* @private
* @default
*/
@ -302,7 +307,18 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.fixedToCamera = false;
/**
* You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide.
* The crop is only applied if you have set Sprite.cropEnabled to true.
* @property {Phaser.Rectangle} crop
* @default
*/
this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);
/**
* @property {boolean} cropEnabled - If true the Sprite.crop property is used to crop the texture before render. Set to false to disable.
* @default
*/
this.cropEnabled = false;
};
@ -312,8 +328,10 @@ Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called by World.preUpdate. You can create your own update in Objects that extend Phaser.Sprite.
* @method Phaser.Sprite.prototype.preUpdate
* Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.
*
* @method Phaser.Sprite#preUpdate
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.preUpdate = function() {
@ -384,6 +402,12 @@ Phaser.Sprite.prototype.preUpdate = function() {
}
/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateCache
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateCache = function() {
// |a c tx|
@ -418,6 +442,12 @@ Phaser.Sprite.prototype.updateCache = function() {
}
/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateAnimation
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateAnimation = function() {
if (this.currentFrame && this.currentFrame.uuid != this._cache.frameID)
@ -442,9 +472,10 @@ Phaser.Sprite.prototype.updateAnimation = function() {
}
/**
* Description.
* Internal function called by preUpdate.
*
* @method Phaser.Sprite.prototype.updateBounds
* @method Phaser.Sprite#updateBounds
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateBounds = function() {
@ -509,13 +540,17 @@ Phaser.Sprite.prototype.updateBounds = function() {
}
/**
* Description.
* Gets the local position of a coordinate relative to the Sprite, factoring in rotation and scale.
* Mostly only used internally.
*
* @method Phaser.Sprite.prototype.getLocalPosition
* @param {Description} p - Description.
* @param {number} x - Description.
* @param {number} y - Description.
* @return {Description} Description.
* @method Phaser.Sprite#getLocalPosition
* @memberof Phaser.Sprite
* @param {Phaser.Point} p - The Point object to store the results in.
* @param {number} x - x coordinate within the Sprite to translate.
* @param {number} y - x coordinate within the Sprite to translate.
* @param {number} sx - Scale factor to be applied.
* @param {number} sy - Scale factor to be applied.
* @return {Phaser.Point} The translated point.
*/
Phaser.Sprite.prototype.getLocalPosition = function(p, x, y, sx, sy) {
@ -527,13 +562,15 @@ Phaser.Sprite.prototype.getLocalPosition = function(p, x, y, sx, sy) {
}
/**
* Description.
* Gets the local unmodified position of a coordinate relative to the Sprite, factoring in rotation and scale.
* Mostly only used internally by the Input Manager, but also useful for custom hit detection.
*
* @method Phaser.Sprite.prototype.getLocalUnmodifiedPosition
* @param {Description} p - Description.
* @param {number} x - Description.
* @param {number} y - Description.
* @return {Description} Description.
* @method Phaser.Sprite#getLocalUnmodifiedPosition
* @memberof Phaser.Sprite
* @param {Phaser.Point} p - The Point object to store the results in.
* @param {number} x - x coordinate within the Sprite to translate.
* @param {number} y - x coordinate within the Sprite to translate.
* @return {Phaser.Point} The translated point.
*/
Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, gx, gy) {
@ -550,6 +587,12 @@ Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, gx, gy) {
}
/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateCrop
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateCrop = function() {
// This only runs if crop is enabled
@ -573,6 +616,12 @@ Phaser.Sprite.prototype.updateCrop = function() {
}
/**
* Resets the Sprite.crop value back to the frame dimensions.
*
* @method Phaser.Sprite#resetCrop
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.resetCrop = function() {
this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);
@ -581,6 +630,12 @@ Phaser.Sprite.prototype.resetCrop = function() {
}
/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.Sprite#postUpdate
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.postUpdate = function() {
if (this.exists)
@ -611,6 +666,15 @@ Phaser.Sprite.prototype.postUpdate = function() {
}
/**
* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
*
* @method Phaser.Sprite#loadTexture
* @memberof Phaser.Sprite
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
Phaser.Sprite.prototype.loadTexture = function (key, frame) {
this.key = key;
@ -656,41 +720,77 @@ Phaser.Sprite.prototype.loadTexture = function (key, frame) {
}
/**
* Returns the absolute delta x value.
*
* @method Phaser.Sprite#deltaAbsX
* @memberof Phaser.Sprite
* @return {number} The absolute delta value.
*/
Phaser.Sprite.prototype.deltaAbsX = function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
}
/**
* Returns the absolute delta y value.
*
* @method Phaser.Sprite#deltaAbsY
* @memberof Phaser.Sprite
* @return {number} The absolute delta value.
*/
Phaser.Sprite.prototype.deltaAbsY = function () {
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
}
/**
* Returns the delta x value.
*
* @method Phaser.Sprite#deltaX
* @memberof Phaser.Sprite
* @return {number} The delta value.
*/
Phaser.Sprite.prototype.deltaX = function () {
return this.x - this.prevX;
}
/**
* Returns the delta y value.
*
* @method Phaser.Sprite#deltaY
* @memberof Phaser.Sprite
* @return {number} The delta value.
*/
Phaser.Sprite.prototype.deltaY = function () {
return this.y - this.prevY;
}
/**
* Moves the sprite so its center is located on the given x and y coordinates.
* Doesn't change the origin of the sprite.
* Doesn't change the anchor point of the sprite.
*
* @method Phaser.Sprite.prototype.centerOn
* @param {number} x - Description.
* @param {number} y - Description.
* @method Phaser.Sprite#centerOn
* @memberof Phaser.Sprite
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.centerOn = function(x, y) {
this.x = x + (this.x - this.center.x);
this.y = y + (this.y - this.center.y);
return this;
}
/**
* Description.
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
* A resurrected Sprite has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
*
* @method Phaser.Sprite.prototype.revive
* @method Phaser.Sprite#revive
* @memberof Phaser.Sprite
* @param {number} [health=1] - The health to give the Sprite.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.revive = function(health) {
@ -701,14 +801,24 @@ Phaser.Sprite.prototype.revive = function(health) {
this.visible = true;
this.health = health;
if (this.events)
{
this.events.onRevived.dispatch(this);
}
return this;
}
/**
* Description.
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
* If you don't need this Sprite any more you should call Sprite.destroy instead.
*
* @method Phaser.Sprite.prototype.kill
* @method Phaser.Sprite#kill
* @memberof Phaser.Sprite
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.kill = function() {
@ -721,12 +831,16 @@ Phaser.Sprite.prototype.kill = function() {
this.events.onKilled.dispatch(this);
}
return this;
}
/**
* Description.
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Sprite.prototype.destroy
* @method Phaser.Sprite#destroy
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.destroy = function() {
@ -759,9 +873,13 @@ Phaser.Sprite.prototype.destroy = function() {
}
/**
* Description.
* Damages the Sprite, this removes the given amount from the Sprites health property.
* If health is then taken below zero Sprite.kill is called.
*
* @method Phaser.Sprite.prototype.kill
* @method Phaser.Sprite#damage
* @memberof Phaser.Sprite
* @param {number} amount - The amount to subtract from the Sprite.health value.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.damage = function(amount) {
@ -775,12 +893,21 @@ Phaser.Sprite.prototype.damage = function(amount) {
}
}
return this;
}
/**
* Description.
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
* If the Sprite has a physics body that too is reset.
*
* @method Phaser.Sprite.prototype.reset
* @method Phaser.Sprite#reset
* @memberof Phaser.Sprite
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {number} [health=1] - The health to give the Sprite.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.reset = function(x, y, health) {
@ -803,12 +930,17 @@ Phaser.Sprite.prototype.reset = function(x, y, health) {
this.body.reset();
}
return this;
}
/**
* Description.
* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
* bought to the top of that Group, not the entire display list.
*
* @method Phaser.Sprite.prototype.bringToTop
* @method Phaser.Sprite#bringToTop
* @memberof Phaser.Sprite
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.bringToTop = function() {
@ -821,16 +953,19 @@ Phaser.Sprite.prototype.bringToTop = function() {
this.game.world.bringToTop(this);
}
return this;
}
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method play
* @param {String} name The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @method Phaser.Sprite#play
* @memberof Phaser.Sprite
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
@ -838,7 +973,7 @@ Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete)
if (this.animations)
{
this.animations.play(name, frameRate, loop, killOnComplete);
return this.animations.play(name, frameRate, loop, killOnComplete);
}
}
@ -863,11 +998,8 @@ Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
});
/**
* Get the animation frame number.
* @returns {Description}
*//**
* Set the animation frame by frame number.
* @param {Description} value - Description
* @name Phaser.Sprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Sprite.prototype, "frame", {
@ -882,11 +1014,8 @@ Object.defineProperty(Phaser.Sprite.prototype, "frame", {
});
/**
* Get the animation frame name.
* @returns {Description}
*//**
* Set the animation frame by frame name.
* @param {Description} value - Description
* @name Phaser.Sprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
@ -901,8 +1030,9 @@ Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
});
/**
* Is this sprite visible to the camera or not?
* @returns {boolean}
* @name Phaser.Sprite#inCamera
* @property {boolean} inCamera - Is this sprite visible to the camera or not?
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
@ -913,11 +1043,11 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
});
/**
* The width of the sprite, setting this will actually modify the scale to acheive the value set.
* The width of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
* If you wish to crop the Sprite instead see the Sprite.crop value.
*
* @property width
* @type Number
* @name Phaser.Sprite#width
* @property {number} width - The width of the Sprite in pixels.
*/
Object.defineProperty(Phaser.Sprite.prototype, 'width', {
@ -936,11 +1066,11 @@ Object.defineProperty(Phaser.Sprite.prototype, 'width', {
});
/**
* The height of the sprite, setting this will actually modify the scale to acheive the value set
* The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
* If you wish to crop the Sprite instead see the Sprite.crop value.
*
* @property height
* @type Number
* @name Phaser.Sprite#height
* @property {number} height - The height of the Sprite in pixels.
*/
Object.defineProperty(Phaser.Sprite.prototype, 'height', {
@ -959,11 +1089,11 @@ Object.defineProperty(Phaser.Sprite.prototype, 'height', {
});
/**
* Get the input enabled state of this Sprite.
* @returns {Description}
*//**
* Set the ability for this sprite to receive input events.
* @param {Description} value - Description
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this Sprite instance and it will then start to process click/touch events and more.
*
* @name Phaser.Sprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this Sprite to receive input events, otherwise false.
*/
Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {