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https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
Started documenting the Graphics game object.
Added a couple of missing descriptions for the Container game object.
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2 changed files with 43 additions and 43 deletions
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@ -23,7 +23,7 @@ var Vector2 = require('../../math/Vector2');
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* By default it will be removed from the Display List and instead added to the Containers own internal list.
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*
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* The position of the Game Object automatically becomes relative to the position of the Container.
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*
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*
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* When the Container is rendered, all of its children are rendered as well, in the order in which they exist
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* within the Container. Container children can be repositioned using methods such as `MoveUp`, `MoveDown` and `SendToBack`.
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*
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@ -102,10 +102,10 @@ var Container = new Class({
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/**
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* Does this Container exclusively manage its children?
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*
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*
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* The default is `true` which means a child added to this Container cannot
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* belong in another Container, which includes the Scene display list.
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*
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*
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* If you disable this then this Container will no longer exclusively manage its children.
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* This allows you to create all kinds of interesting graphical effects, such as replicating
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* Game Objects without reparenting them all over the Scene.
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@ -159,7 +159,7 @@ var Container = new Class({
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* @since 3.4.0
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*/
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this.tempTransformMatrix = new Components.TransformMatrix();
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/**
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* A reference to the Scene Display List.
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*
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@ -274,10 +274,10 @@ var Container = new Class({
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/**
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* Does this Container exclusively manage its children?
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*
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*
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* The default is `true` which means a child added to this Container cannot
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* belong in another Container, which includes the Scene display list.
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*
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*
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* If you disable this then this Container will no longer exclusively manage its children.
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* This allows you to create all kinds of interesting graphical effects, such as replicating
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* Game Objects without reparenting them all over the Scene.
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@ -308,10 +308,10 @@ var Container = new Class({
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*
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* Some children are unable to return their bounds, such as Graphics objects, in which case
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* they are skipped.
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*
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*
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* Depending on the quantity of children in this Container it could be a really expensive call,
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* so cache it and only poll it as needed.
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*
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*
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* The values are stored and returned in a Rectangle object.
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*
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* @method Phaser.GameObjects.Container#getBounds
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@ -394,7 +394,7 @@ var Container = new Class({
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if (this.exclusive)
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{
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gameObject.parentContainer = null;
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this._sysEvents.once('shutdown', gameObject.destroy, gameObject);
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}
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},
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@ -448,7 +448,7 @@ var Container = new Class({
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/**
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* Adds the given Game Object, or array of Game Objects, to this Container.
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*
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*
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* Each Game Object must be unique within the Container.
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*
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* @method Phaser.GameObjects.Container#add
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@ -467,9 +467,9 @@ var Container = new Class({
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/**
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* Adds the given Game Object, or array of Game Objects, to this Container at the specified position.
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*
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*
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* Existing Game Objects in the Container are shifted up.
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*
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*
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* Each Game Object must be unique within the Container.
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*
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* @method Phaser.GameObjects.Container#addAt
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@ -594,7 +594,7 @@ var Container = new Class({
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*
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* You can also specify a property and value to search for, in which case it will return the first
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* Game Object in this Container with a matching property and / or value.
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*
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*
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* For example: `getFirst('visible', true)` would return the first Game Object that had its `visible` property set.
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*
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* You can limit the search to the `startIndex` - `endIndex` range.
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@ -622,7 +622,7 @@ var Container = new Class({
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* For example: `getAll('body')` would return only Game Objects that have a body property.
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*
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* You can also specify a value to compare the property to:
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*
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*
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* `getAll('visible', true)` would return only Game Objects that have their visible property set to `true`.
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*
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* Optionally you can specify a start and end index. For example if this Container had 100 Game Objects,
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@ -647,16 +647,16 @@ var Container = new Class({
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/**
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* Returns the total number of Game Objects in this Container that have a property
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* matching the given value.
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*
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*
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* For example: `count('visible', true)` would count all the elements that have their visible property set.
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*
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*
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* You can optionally limit the operation to the `startIndex` - `endIndex` range.
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*
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* @method Phaser.GameObjects.Container#count
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* @since 3.4.0
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*
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* @param {string} property - [description]
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* @param {any} value - [description]
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* @param {string} property - The property to check.
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* @param {any} value - The value to check.
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* @param {integer} [startIndex=0] - An optional start index to search from.
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* @param {integer} [endIndex=Container.length] - An optional end index to search up to (but not included)
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*
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@ -676,7 +676,7 @@ var Container = new Class({
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*
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* @param {Phaser.GameObjects.GameObject} child1 - The first Game Object to swap.
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* @param {Phaser.GameObjects.GameObject} child2 - The second Game Object to swap.
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*
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*
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* @return {Phaser.GameObjects.Container} This Container instance.
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*/
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swap: function (child1, child2)
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@ -688,7 +688,7 @@ var Container = new Class({
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/**
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* Moves a Game Object to a new position within this Container.
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*
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*
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* The Game Object must already be a child of this Container.
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*
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* The Game Object is removed from its old position and inserted into the new one.
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@ -711,7 +711,7 @@ var Container = new Class({
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/**
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* Removes the given Game Object, or array of Game Objects, from this Container.
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*
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*
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* The Game Objects must already be children of this Container.
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*
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* You can also optionally call `destroy` on each Game Object that is removed from the Container.
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@ -746,7 +746,7 @@ var Container = new Class({
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/**
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* Removes the Game Object at the given position in this Container.
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*
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*
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* You can also optionally call `destroy` on the Game Object, if one is found.
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*
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* @method Phaser.GameObjects.Container#removeAt
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@ -771,7 +771,7 @@ var Container = new Class({
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/**
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* Removes the Game Objects between the given positions in this Container.
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*
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*
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* You can also optionally call `destroy` on each Game Object that is removed from the Container.
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*
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* @method Phaser.GameObjects.Container#removeBetween
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@ -800,7 +800,7 @@ var Container = new Class({
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/**
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* Removes all Game Objects from this Container.
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*
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*
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* You can also optionally call `destroy` on each Game Object that is removed from the Container.
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*
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* @method Phaser.GameObjects.Container#removeAll
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@ -958,7 +958,7 @@ var Container = new Class({
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/**
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* Returns `true` if the given Game Object is a direct child of this Container.
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*
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*
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* This check does not scan nested Containers.
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*
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* @method Phaser.GameObjects.Container#exists
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@ -975,7 +975,7 @@ var Container = new Class({
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/**
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* Sets the property to the given value on all Game Objects in this Container.
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*
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*
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* Optionally you can specify a start and end index. For example if this Container had 100 Game Objects,
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* and you set `startIndex` to 0 and `endIndex` to 50, it would return matches from only
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* the first 50 Game Objects.
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@ -987,7 +987,7 @@ var Container = new Class({
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* @param {any} value - The value to get the property to.
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* @param {integer} [startIndex=0] - An optional start index to search from.
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* @param {integer} [endIndex=Container.length] - An optional end index to search up to (but not included)
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*
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*
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* @return {Phaser.GameObjects.Container} This Container instance.
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*/
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setAll: function (property, value, startIndex, endIndex)
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@ -1010,7 +1010,7 @@ var Container = new Class({
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*
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* A copy of the Container is made before passing each entry to your callback.
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* This protects against the callback itself modifying the Container.
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*
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*
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* If you know for sure that the callback will not change the size of this Container
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* then you can use the more performant `Container.iterate` method instead.
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*
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@ -1020,7 +1020,7 @@ var Container = new Class({
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* @param {function} callback - The function to call.
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* @param {object} [context] - Value to use as `this` when executing callback.
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* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
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*
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*
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* @return {Phaser.GameObjects.Container} This Container instance.
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*/
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each: function (callback, context)
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@ -1057,7 +1057,7 @@ var Container = new Class({
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* @param {function} callback - The function to call.
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* @param {object} [context] - Value to use as `this` when executing callback.
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* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
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*
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*
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* @return {Phaser.GameObjects.Container} This Container instance.
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*/
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iterate: function (callback, context)
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@ -1099,7 +1099,7 @@ var Container = new Class({
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/**
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* Returns the first Game Object within the Container, or `null` if it is empty.
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*
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*
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* You can move the cursor by calling `Container.next` and `Container.previous`.
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*
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* @name Phaser.GameObjects.Container#first
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@ -1127,7 +1127,7 @@ var Container = new Class({
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/**
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* Returns the last Game Object within the Container, or `null` if it is empty.
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*
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*
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* You can move the cursor by calling `Container.next` and `Container.previous`.
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*
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* @name Phaser.GameObjects.Container#last
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@ -1155,7 +1155,7 @@ var Container = new Class({
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/**
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* Returns the next Game Object within the Container, or `null` if it is empty.
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*
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*
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* You can move the cursor by calling `Container.next` and `Container.previous`.
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*
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* @name Phaser.GameObjects.Container#next
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@ -1183,7 +1183,7 @@ var Container = new Class({
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/**
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* Returns the previous Game Object within the Container, or `null` if it is empty.
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*
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*
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* You can move the cursor by calling `Container.next` and `Container.previous`.
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*
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* @name Phaser.GameObjects.Container#previous
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@ -33,7 +33,7 @@ var Render = require('./GraphicsRender');
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* @extends Phaser.GameObjects.Components.Visible
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* @extends Phaser.GameObjects.Components.ScrollFactor
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*
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* @param {Phaser.Scene} scene - [description]
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* @param {Phaser.Scene} scene - The Scene to which this Graphics object belongs.
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* @param {object} options - [description]
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*/
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var Graphics = new Class({
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@ -85,7 +85,7 @@ var Graphics = new Class({
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this.displayOriginY = 0;
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/**
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* [description]
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* The array of commands used to render the Graphics.
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*
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* @name Phaser.GameObjects.Graphics#commandBuffer
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* @type {array}
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@ -95,7 +95,7 @@ var Graphics = new Class({
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this.commandBuffer = [];
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/**
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* [description]
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* The default fill color for shapes rendered by this Graphics object.
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*
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* @name Phaser.GameObjects.Graphics#defaultFillColor
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* @type {number}
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@ -105,7 +105,7 @@ var Graphics = new Class({
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this.defaultFillColor = -1;
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/**
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* [description]
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* The default fill alpha for shapes rendered by this Graphics object.
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*
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* @name Phaser.GameObjects.Graphics#defaultFillAlpha
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* @type {number}
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@ -115,7 +115,7 @@ var Graphics = new Class({
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this.defaultFillAlpha = 1;
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/**
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* [description]
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* The default stroke width for shapes rendered by this Graphics object.
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*
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* @name Phaser.GameObjects.Graphics#defaultStrokeWidth
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* @type {number}
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@ -125,7 +125,7 @@ var Graphics = new Class({
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this.defaultStrokeWidth = 1;
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/**
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* [description]
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* The default stroke color for shapes rendered by this Graphics object.
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*
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* @name Phaser.GameObjects.Graphics#defaultStrokeColor
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* @type {number}
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@ -135,7 +135,7 @@ var Graphics = new Class({
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this.defaultStrokeColor = -1;
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/**
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* [description]
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* The default stroke alpha for shapes rendered by this Graphics object.
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*
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* @name Phaser.GameObjects.Graphics#defaultStrokeAlpha
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* @type {number}
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@ -158,12 +158,12 @@ var Graphics = new Class({
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},
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/**
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* [description]
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* Set the default styles for this Graphics object.
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*
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* @method Phaser.GameObjects.Graphics#setDefaultStyles
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* @since 3.0.0
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*
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* @param {object} options - [description]
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* @param {object} options - The styles to set as defaults.
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*
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* @return {Phaser.GameObjects.Graphics} This Game Object.
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*/
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