mirror of
https://github.com/photonstorm/phaser
synced 2025-02-16 05:58:30 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
ada4656601
16 changed files with 242 additions and 175 deletions
|
@ -231,7 +231,7 @@ var UpdateList = new Class({
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* @method Phaser.GameObjects.UpdateList#removeAll
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.UpdateList} The UpdateList object.
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||||
* @return {Phaser.GameObjects.UpdateList} This UpdateList.
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*/
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removeAll: function ()
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{
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@ -285,7 +285,7 @@ var UpdateList = new Class({
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},
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/**
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* [description]
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* The length of the list.
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*
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* @name Phaser.GameObjects.UpdateList#length
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* @type {integer}
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@ -7,20 +7,24 @@
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/**
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* @typedef {object} BitmapTextSize
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*
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* @property {GlobalBitmapTextSize} global - The position and size of the BitmapText, taking into consideration the position and scale of the Game Object.
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* @property {LocalBitmapTextSize} local - The position and size of the BitmapText, taking just the font size into consideration.
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* @property {GlobalBitmapTextSize} global - The position and size of the BitmapText, taking into account the position and scale of the Game Object.
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* @property {LocalBitmapTextSize} local - The position and size of the BitmapText, taking just the font size into account.
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*/
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/**
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* The position and size of the Bitmap Text in global space, taking into account the Game Object's scale and world position.
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*
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* @typedef {object} GlobalBitmapTextSize
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*
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* @property {number} x - The x position of the BitmapText, taking into consideration the x coordinate of the Game Object.
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* @property {number} y - The y position of the BitmapText, taking into consideration the y coordinate of the Game Object.
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* @property {number} width - The width of the BitmapText, taking into consideration the x scale of the Game Object.
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* @property {number} width - The height of the BitmapText, taking into consideration the y scale of the Game Object.
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* @property {number} x - The x position of the BitmapText, taking into account the x position and scale of the Game Object.
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* @property {number} y - The y position of the BitmapText, taking into account the y position and scale of the Game Object.
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* @property {number} width - The width of the BitmapText, taking into account the x scale of the Game Object.
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* @property {number} width - The height of the BitmapText, taking into account the y scale of the Game Object.
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*/
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/**
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* The position and size of the Bitmap Text in local space, taking just the font size into account.
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*
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* @typedef {object} LocalBitmapTextSize
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*
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* @property {number} x - The x position of the BitmapText.
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@ -35,16 +39,16 @@
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* Returns a BitmapTextSize object that contains global and local variants of the Game Objects x and y coordinates and
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* its width and height.
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*
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* The global position and size take into consideration the Game Object's position and scale.
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* The global position and size take into account the Game Object's position and scale.
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*
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* The local position and size just takes into consideration the font data.
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* The local position and size just takes into account the font data.
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*
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* @function GetBitmapTextSize
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* @since 3.0.0
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* @private
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*
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* @param {(Phaser.GameObjects.DynamicBitmapText|Phaser.GameObjects.BitmapText)} src - The BitmapText to calculate the position, width and height of.
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* @param {boolean} round - Whether to round the results to the nearest integer.
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* @param {boolean} [round] - Whether to round the results to the nearest integer.
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*
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* @return {BitmapTextSize} The calculated position, width and height of the BitmapText.
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*/
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@ -9,6 +9,8 @@ var ParseXMLBitmapFont = require('./ParseXMLBitmapFont');
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/**
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* Parse an XML Bitmap Font from an Atlas.
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*
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* Adds the parsed Bitmap Font data to the cache with the `fontName` key.
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*
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* @function ParseFromAtlas
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* @since 3.0.0
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* @private
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@ -20,6 +22,8 @@ var ParseXMLBitmapFont = require('./ParseXMLBitmapFont');
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* @param {string} xmlKey - The key of the XML data of the font to parse.
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* @param {integer} xSpacing - The x-axis spacing to add between each letter.
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* @param {integer} ySpacing - The y-axis spacing to add to the line height.
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*
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* @return {boolean} Whether the parsing was successful or not.
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*/
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var ParseFromAtlas = function (scene, fontName, textureKey, frameKey, xmlKey, xSpacing, ySpacing)
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{
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@ -15,6 +15,8 @@ var GetValue = require('../../utils/object/GetValue');
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*
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* @param {Phaser.Scene} scene - A reference to the Phaser Scene.
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* @param {Phaser.GameObjects.RetroFont.Config} config - The font configuration object.
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*
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* @return {object} A parsed Bitmap Font data entry for the Bitmap Font cache.
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*/
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var ParseRetroFont = function (scene, config)
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{
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|
|
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@ -5,9 +5,16 @@
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*/
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/**
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* Read an integer value from an XML Node.
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*
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* @function getValue
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* @since 3.0.0
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* @private
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*
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* @param {Node} node - The XML Node.
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* @param {string} attribute - The attribute to read.
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*
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* @return {integer} The parsed value.
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*/
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function getValue (node, attribute)
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{
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@ -15,6 +22,8 @@ function getValue (node, attribute)
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}
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/**
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* Parse an XML font to Bitmap Font data for the Bitmap Font cache.
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*
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* @function ParseXMLBitmapFont
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* @since 3.0.0
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* @private
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@ -23,6 +32,8 @@ function getValue (node, attribute)
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* @param {integer} [xSpacing=0] - The x-axis spacing to add between each letter.
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* @param {integer} [ySpacing=0] - The y-axis spacing to add to the line height.
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* @param {Phaser.Textures.Frame} [frame] - The texture frame to take into account while parsing.
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*
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* @return {BitmapFontData} The parsed Bitmap Font data.
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*/
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var ParseXMLBitmapFont = function (xml, xSpacing, ySpacing, frame)
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{
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|
|
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@ -10,7 +10,7 @@ var Extend = require('../../utils/object/Extend');
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/**
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* @typedef {object} Phaser.GameObjects.RetroFont.Config
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*
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* @property {string} image - [description]
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* @property {string} image - The key of the image containing the font.
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* @property {number} offset.x - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
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* @property {number} offset.y - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
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* @property {number} width - The width of each character in the font set.
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@ -12,20 +12,22 @@ var Render = require('./DynamicBitmapTextRender');
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/**
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* @typedef {object} DisplayCallbackConfig
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* @property {{topLeft:number,topRight:number,bottomLeft:number,bottomRight:number}} tint - [description]
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* @property {number} index - [description]
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* @property {number} charCode - [description]
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||||
* @property {number} x - [description]
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||||
* @property {number} y - [description]
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* @property {number} scale - [description]
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* @property {number} rotation - [description]
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* @property {any} data - [description]
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* @property {{topLeft:number,topRight:number,bottomLeft:number,bottomRight:number}} tint - The tint of the character being rendered.
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* @property {number} index - The index of the character being rendered.
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* @property {number} charCode - The character code of the character being rendered.
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* @property {number} x - The x position of the character being rendered.
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* @property {number} y - The y position of the character being rendered.
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||||
* @property {number} scale - The scale of the character being rendered.
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||||
* @property {number} rotation - The rotation of the character being rendered.
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||||
* @property {any} data - Custom data stored with the character being rendered.
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||||
*/
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||||
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||||
/**
|
||||
* @callback DisplayCallback
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||||
*
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||||
* @param {DisplayCallbackConfig} display - [description]
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* @param {DisplayCallbackConfig} display - Settings of the character that is about to be rendered.
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||||
*
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||||
* @return {{x:number, y:number, scale:number, rotation:number}} Altered position, scale and rotation values for the character that is about to be rendered.
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||||
*/
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||||
|
||||
/**
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||||
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@ -53,9 +55,9 @@ var Render = require('./DynamicBitmapTextRender');
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.
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* @param {number} x - The x coordinate of this Game Object in world space.
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||||
* @param {number} y - The y coordinate of this Game Object in world space.
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* @param {string} font - [description]
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||||
* @param {(string|string[])} [text] - [description]
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* @param {number} [size] - [description]
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* @param {string} font - The key of the font to use from the Bitmap Font cache.
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||||
* @param {(string|string[])} [text] - The string, or array of strings, to be set as the content of this Bitmap Text.
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||||
* @param {number} [size] - The font size of this Bitmap Text.
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*/
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var DynamicBitmapText = new Class({
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|
@ -85,7 +87,7 @@ var DynamicBitmapText = new Class({
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GameObject.call(this, scene, 'DynamicBitmapText');
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|
||||
/**
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||||
* [description]
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* The key of the Bitmap Font used by this Bitmap Text.
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||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#font
|
||||
* @type {string}
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@ -96,16 +98,16 @@ var DynamicBitmapText = new Class({
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var entry = this.scene.sys.cache.bitmapFont.get(font);
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|
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/**
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* [description]
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* The data of the Bitmap Font used by this Bitmap Text.
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||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#fontData
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||||
* @type {object}
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* @type {BitmapFontData}
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* @since 3.0.0
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*/
|
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this.fontData = entry.data;
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||||
/**
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* [description]
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* The text that this Bitmap Text object displays.
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*
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* @name Phaser.GameObjects.DynamicBitmapText#text
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* @type {string}
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|
@ -114,7 +116,7 @@ var DynamicBitmapText = new Class({
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this.text = '';
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||||
/**
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||||
* [description]
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* The font size of this Bitmap Text.
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*
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* @name Phaser.GameObjects.DynamicBitmapText#fontSize
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* @type {number}
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@ -140,17 +142,17 @@ var DynamicBitmapText = new Class({
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this.initPipeline('TextureTintPipeline');
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||||
/**
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* [description]
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* An object that describes the size of this BitmapText.
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*
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||||
* @name Phaser.GameObjects.DynamicBitmapText#_bounds
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* @type {TextBounds}
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* @type {BitmapTextSize}
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||||
* @private
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this._bounds = this.getTextBounds();
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||||
|
||||
/**
|
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* [description]
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||||
* The horizontal scroll position of the Bitmap Text.
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||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#scrollX
|
||||
* @type {number}
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|
@ -160,7 +162,7 @@ var DynamicBitmapText = new Class({
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this.scrollX = 0;
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|
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/**
|
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* [description]
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||||
* The vertical scroll position of the Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#scrollY
|
||||
* @type {number}
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@ -170,7 +172,7 @@ var DynamicBitmapText = new Class({
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this.scrollY = 0;
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||||
|
||||
/**
|
||||
* [description]
|
||||
* The crop width of the Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#cropWidth
|
||||
* @type {number}
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||||
|
@ -180,7 +182,7 @@ var DynamicBitmapText = new Class({
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|||
this.cropWidth = 0;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The crop height of the Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#cropHeight
|
||||
* @type {number}
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||||
|
@ -190,7 +192,7 @@ var DynamicBitmapText = new Class({
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|||
this.cropHeight = 0;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* A callback that alters how each character of the Bitmap Text is rendered.
|
||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#displayCallback;
|
||||
* @type {DisplayCallback}
|
||||
|
@ -200,13 +202,13 @@ var DynamicBitmapText = new Class({
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|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the crop size of this Bitmap Text.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#setSize
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} width - [description]
|
||||
* @param {number} height - [description]
|
||||
* @param {number} width - The width of the crop.
|
||||
* @param {number} height - The height of the crop.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
*/
|
||||
|
@ -219,12 +221,18 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set a callback that alters how each character of the Bitmap Text is rendered.
|
||||
*
|
||||
* The callback receives a {@link DisplayCallbackConfig} object that contains information about the character that's
|
||||
* about to be rendered.
|
||||
*
|
||||
* It should return an object with `x`, `y`, `scale` and `rotation` properties that will be used instead of the
|
||||
* usual values when rendering.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#setDisplayCallback
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {DisplayCallback} callback - [description]
|
||||
* @param {DisplayCallback} callback - The display callback to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
*/
|
||||
|
@ -236,12 +244,12 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the font size of this Bitmap Text.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#setFontSize
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} size - [description]
|
||||
* @param {number} size - The font size to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
*/
|
||||
|
@ -253,7 +261,9 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the content of this BitmapText.
|
||||
*
|
||||
* An array of strings will be converted multi-line text.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#setText
|
||||
* @since 3.0.0
|
||||
|
@ -285,12 +295,12 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the horizontal scroll position of this Bitmap Text.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#setScrollX
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} value - [description]
|
||||
* @param {number} value - The horizontal scroll position to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
*/
|
||||
|
@ -302,12 +312,12 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the vertical scroll position of this Bitmap Text.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#setScrollY
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} value - [description]
|
||||
* @param {number} value - The vertical scroll position to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
*/
|
||||
|
@ -319,14 +329,21 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Calculate the bounds of this Bitmap Text.
|
||||
*
|
||||
* An object is returned that contains the position, width and height of the Bitmap Text in local and global
|
||||
* contexts.
|
||||
*
|
||||
* Local size is based on just the font size and a [0, 0] position.
|
||||
*
|
||||
* Global size takes into account the Game Object's scale and world position.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#getTextBounds
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {boolean} round - [description]
|
||||
* @param {boolean} [round] - Whether to round the results to the nearest integer.
|
||||
*
|
||||
* @return {TextBounds} [description]
|
||||
* @return {BitmapTextSize} An object that describes the size of this Bitmap Text.
|
||||
*/
|
||||
getTextBounds: function (round)
|
||||
{
|
||||
|
@ -339,10 +356,11 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The width of this Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#width
|
||||
* @type {number}
|
||||
* @readOnly
|
||||
* @since 3.0.0
|
||||
*/
|
||||
width: {
|
||||
|
@ -356,10 +374,11 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The height of this Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.DynamicBitmapText#height
|
||||
* @type {number}
|
||||
* @readOnly
|
||||
* @since 3.0.0
|
||||
*/
|
||||
height: {
|
||||
|
@ -373,12 +392,12 @@ var DynamicBitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Build a JSON representation of this Bitmap Text.
|
||||
*
|
||||
* @method Phaser.GameObjects.DynamicBitmapText#toJSON
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {JSONBitmapText} [description]
|
||||
* @return {JSONBitmapText} The JSON representation of this Bitmap Text.
|
||||
*/
|
||||
toJSON: function ()
|
||||
{
|
||||
|
|
|
@ -13,10 +13,9 @@ var GetAdvancedValue = require('../../../utils/object/GetAdvancedValue');
|
|||
* @typedef {object} BitmapTextConfig
|
||||
* @extends GameObjectConfig
|
||||
*
|
||||
* @property {string} [font=''] - [description]
|
||||
* @property {string} [text=''] - [description]
|
||||
* @property {(number|false)} [size=false] - [description]
|
||||
* @property {string} [align='left'] - [description]
|
||||
* @property {string} [font=''] - The key of the font to use from the BitmapFont cache.
|
||||
* @property {string} [text=''] - The string, or array of strings, to be set as the content of this Bitmap Text.
|
||||
* @property {(number|false)} [size=false] - The font size to set.
|
||||
*/
|
||||
|
||||
/**
|
||||
|
@ -39,9 +38,8 @@ GameObjectCreator.register('dynamicBitmapText', function (config, addToScene)
|
|||
var font = GetAdvancedValue(config, 'font', '');
|
||||
var text = GetAdvancedValue(config, 'text', '');
|
||||
var size = GetAdvancedValue(config, 'size', false);
|
||||
var align = GetAdvancedValue(config, 'align', 'left');
|
||||
|
||||
var bitmapText = new BitmapText(this.scene, 0, 0, font, text, size, align);
|
||||
var bitmapText = new BitmapText(this.scene, 0, 0, font, text, size);
|
||||
|
||||
if (addToScene !== undefined)
|
||||
{
|
||||
|
|
|
@ -17,9 +17,9 @@ var GameObjectFactory = require('../../GameObjectFactory');
|
|||
*
|
||||
* @param {number} x - The x position of the Game Object.
|
||||
* @param {number} y - The y position of the Game Object.
|
||||
* @param {string} font - [description]
|
||||
* @param {(string|string[])} [text] - [description]
|
||||
* @param {number} [size] - [description]
|
||||
* @param {string} font - The key of the font to use from the BitmapFont cache.
|
||||
* @param {(string|string[])} [text] - The string, or array of strings, to be set as the content of this Bitmap Text.
|
||||
* @param {number} [size] - The font size to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} The Game Object that was created.
|
||||
*/
|
||||
|
|
|
@ -12,27 +12,43 @@ var ParseFromAtlas = require('../ParseFromAtlas');
|
|||
var Render = require('./BitmapTextRender');
|
||||
|
||||
/**
|
||||
* @typedef {object} TextBounds
|
||||
* The font data for an individual character of a Bitmap Font.
|
||||
*
|
||||
* @property {object} local - [description]
|
||||
* @property {number} local.x - [description]
|
||||
* @property {number} local.y - [description]
|
||||
* @property {number} local.width - [description]
|
||||
* @property {number} local.height - [description]
|
||||
* @property {object} global - [description]
|
||||
* @property {number} global.x - [description]
|
||||
* @property {number} global.y - [description]
|
||||
* @property {number} global.width - [description]
|
||||
* @property {number} global.height - [description]
|
||||
* Describes the character's position, size, offset and kerning.
|
||||
*
|
||||
* @typedef {object} BitmapFontCharacterData
|
||||
*
|
||||
* @property {number} x - The x position of the character.
|
||||
* @property {number} y - The y position of the character.
|
||||
* @property {number} width - The width of the character.
|
||||
* @property {number} height - The height of the character.
|
||||
* @property {number} centerX - The center x position of the character.
|
||||
* @property {number} centerY - The center y position of the character.
|
||||
* @property {number} xOffset - The x offset of the character.
|
||||
* @property {number} yOffset - The y offset of the character.
|
||||
* @property {object} data - Extra data for the character.
|
||||
* @property {Object.<integer, number>} kerning - Kerning values, keyed by character code.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Bitmap Font data that can be used by a BitmapText Game Object.
|
||||
*
|
||||
* @typedef {object} BitmapFontData
|
||||
*
|
||||
* @property {string} font - The name of the font.
|
||||
* @property {number} size - The size of the font.
|
||||
* @property {number} lineHeight - The line height of the font.
|
||||
* @property {boolean} retroFont - Whether this font is a retro font (monospace).
|
||||
* @property {Object.<integer, BitmapFontCharacterData>} chars - The character data of the font, keyed by character code. Each character datum includes a position, size, offset and more.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @typedef {object} JSONBitmapText
|
||||
* @extends {JSONGameObject}
|
||||
*
|
||||
* @property {string} font - [description]
|
||||
* @property {string} text - [description]
|
||||
* @property {number} fontSize - [description]
|
||||
* @property {string} font - The name of the font.
|
||||
* @property {string} text - The text that this Bitmap Text displays.
|
||||
* @property {number} fontSize - The size of the font.
|
||||
* @property {number} letterSpacing - Adds/Removes spacing between characters
|
||||
*/
|
||||
|
||||
|
@ -58,13 +74,13 @@ var Render = require('./BitmapTextRender');
|
|||
* @extends Phaser.GameObjects.Components.Tint
|
||||
* @extends Phaser.GameObjects.Components.Transform
|
||||
* @extends Phaser.GameObjects.Components.Visible
|
||||
*
|
||||
*
|
||||
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.
|
||||
* @param {number} x - The x coordinate of this Game Object in world space.
|
||||
* @param {number} y - The y coordinate of this Game Object in world space.
|
||||
* @param {string} font - [description]
|
||||
* @param {(string|string[])} [text] - [description]
|
||||
* @param {number} [size] - [description]
|
||||
* @param {string} font - The key of the font to use from the Bitmap Font cache.
|
||||
* @param {(string|string[])} [text] - The string, or array of strings, to be set as the content of this Bitmap Text.
|
||||
* @param {number} [size] - The font size of this Bitmap Text.
|
||||
*/
|
||||
var BitmapText = new Class({
|
||||
|
||||
|
@ -95,7 +111,7 @@ var BitmapText = new Class({
|
|||
GameObject.call(this, scene, 'BitmapText');
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The key of the Bitmap Font used by this Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#font
|
||||
* @type {string}
|
||||
|
@ -106,16 +122,16 @@ var BitmapText = new Class({
|
|||
var entry = this.scene.sys.cache.bitmapFont.get(font);
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The data of the Bitmap Font used by this Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#fontData
|
||||
* @type {object}
|
||||
* @type {BitmapFontData}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.fontData = entry.data;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The text that this Bitmap Text object displays.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#text
|
||||
* @type {string}
|
||||
|
@ -124,7 +140,7 @@ var BitmapText = new Class({
|
|||
this.text = '';
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The font size of this Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#fontSize
|
||||
* @type {number}
|
||||
|
@ -133,8 +149,9 @@ var BitmapText = new Class({
|
|||
this.fontSize = size || this.fontData.size;
|
||||
|
||||
/**
|
||||
* Adds/Removes spacing between characters
|
||||
* Can be a negative or positive number
|
||||
* Adds/Removes spacing between characters.
|
||||
*
|
||||
* Can be a negative or positive number.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#letterSpacing
|
||||
* @type {number}
|
||||
|
@ -150,10 +167,10 @@ var BitmapText = new Class({
|
|||
this.initPipeline('TextureTintPipeline');
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* An object that describes the size of this Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#_bounds
|
||||
* @type {TextBounds}
|
||||
* @type {BitmapTextSize}
|
||||
* @private
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -161,12 +178,12 @@ var BitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the font size of this Bitmap Text.
|
||||
*
|
||||
* @method Phaser.GameObjects.BitmapText#setFontSize
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} size - [description]
|
||||
* @param {number} size - The font size to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.BitmapText} This Game Object.
|
||||
*/
|
||||
|
@ -199,7 +216,9 @@ var BitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the content of this BitmapText.
|
||||
*
|
||||
* An array of strings will be converted multi-line text.
|
||||
*
|
||||
* @method Phaser.GameObjects.BitmapText#setText
|
||||
* @since 3.0.0
|
||||
|
@ -231,14 +250,21 @@ var BitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Calculate the bounds of this Bitmap Text.
|
||||
*
|
||||
* An object is returned that contains the position, width and height of the Bitmap Text in local and global
|
||||
* contexts.
|
||||
*
|
||||
* Local size is based on just the font size and a [0, 0] position.
|
||||
*
|
||||
* Global size takes into account the Game Object's scale and world position.
|
||||
*
|
||||
* @method Phaser.GameObjects.BitmapText#getTextBounds
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {boolean} round - [description]
|
||||
* @param {boolean} [round] - Whether to round the results to the nearest integer.
|
||||
*
|
||||
* @return {TextBounds} [description]
|
||||
* @return {BitmapTextSize} An object that describes the size of this Bitmap Text.
|
||||
*/
|
||||
getTextBounds: function (round)
|
||||
{
|
||||
|
@ -251,10 +277,11 @@ var BitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The width of this Bitmap Text.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#width
|
||||
* @type {number}
|
||||
* @readOnly
|
||||
* @since 3.0.0
|
||||
*/
|
||||
width: {
|
||||
|
@ -269,10 +296,11 @@ var BitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The height of this bitmap text.
|
||||
*
|
||||
* @name Phaser.GameObjects.BitmapText#height
|
||||
* @type {number}
|
||||
* @readOnly
|
||||
* @since 3.0.0
|
||||
*/
|
||||
height: {
|
||||
|
@ -287,12 +315,12 @@ var BitmapText = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Build a JSON representation of this Bitmap Text.
|
||||
*
|
||||
* @method Phaser.GameObjects.BitmapText#toJSON
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {JSONBitmapText} [description]
|
||||
* @return {JSONBitmapText} The JSON representation of this Bitmap Text.
|
||||
*/
|
||||
toJSON: function ()
|
||||
{
|
||||
|
|
|
@ -17,9 +17,9 @@ var GameObjectFactory = require('../../GameObjectFactory');
|
|||
*
|
||||
* @param {number} x - The x position of the Game Object.
|
||||
* @param {number} y - The y position of the Game Object.
|
||||
* @param {string} font - [description]
|
||||
* @param {(string|string[])} [text] - [description]
|
||||
* @param {number} [size] - [description]
|
||||
* @param {string} font - The key of the font to use from the BitmapFont cache.
|
||||
* @param {(string|string[])} [text] - The string, or array of strings, to be set as the content of this Bitmap Text.
|
||||
* @param {number} [size] - The font size to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.BitmapText} The Game Object that was created.
|
||||
*/
|
||||
|
|
|
@ -12,7 +12,7 @@ var _FLAG = 2; // 0010
|
|||
/**
|
||||
* Provides methods used for setting the alpha properties of a Game Object.
|
||||
* Should be applied as a mixin and not used directly.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha
|
||||
* @since 3.0.0
|
||||
*/
|
||||
|
@ -21,7 +21,7 @@ var Alpha = {
|
|||
|
||||
/**
|
||||
* Private internal value. Holds the global alpha value.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#_alpha
|
||||
* @type {float}
|
||||
* @private
|
||||
|
@ -32,7 +32,7 @@ var Alpha = {
|
|||
|
||||
/**
|
||||
* Private internal value. Holds the top-left alpha value.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#_alphaTL
|
||||
* @type {float}
|
||||
* @private
|
||||
|
@ -43,7 +43,7 @@ var Alpha = {
|
|||
|
||||
/**
|
||||
* Private internal value. Holds the top-right alpha value.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#_alphaTR
|
||||
* @type {float}
|
||||
* @private
|
||||
|
@ -54,7 +54,7 @@ var Alpha = {
|
|||
|
||||
/**
|
||||
* Private internal value. Holds the bottom-left alpha value.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#_alphaBL
|
||||
* @type {float}
|
||||
* @private
|
||||
|
@ -65,7 +65,7 @@ var Alpha = {
|
|||
|
||||
/**
|
||||
* Private internal value. Holds the bottom-right alpha value.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#_alphaBR
|
||||
* @type {float}
|
||||
* @private
|
||||
|
@ -76,11 +76,12 @@ var Alpha = {
|
|||
|
||||
/**
|
||||
* Clears all alpha values associated with this Game Object.
|
||||
* Immediately sets the alpha levels back to 1 (fully opaque)
|
||||
*
|
||||
* Immediately sets the alpha levels back to 1 (fully opaque).
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.Alpha#clearAlpha
|
||||
* @since 3.0.0
|
||||
*
|
||||
*
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
clearAlpha: function ()
|
||||
|
@ -97,12 +98,12 @@ var Alpha = {
|
|||
*
|
||||
* @method Phaser.GameObjects.Components.Alpha#setAlpha
|
||||
* @since 3.0.0
|
||||
*
|
||||
*
|
||||
* @param {float} [topLeft=1] - The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.
|
||||
* @param {float} [topRight] - The alpha value used for the top-right of the Game Object. WebGL only.
|
||||
* @param {float} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only.
|
||||
* @param {float} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only.
|
||||
*
|
||||
*
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setAlpha: function (topLeft, topRight, bottomLeft, bottomRight)
|
||||
|
@ -129,7 +130,7 @@ var Alpha = {
|
|||
* The alpha value of the Game Object.
|
||||
*
|
||||
* This is a global value, impacting the entire Game Object, not just a region of it.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#alpha
|
||||
* @type {float}
|
||||
* @since 3.0.0
|
||||
|
@ -166,7 +167,7 @@ var Alpha = {
|
|||
/**
|
||||
* The alpha value starting from the top-left of the Game Object.
|
||||
* This value is interpolated from the corner to the center of the Game Object.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#alphaTopLeft
|
||||
* @type {float}
|
||||
* @webglOnly
|
||||
|
@ -196,7 +197,7 @@ var Alpha = {
|
|||
/**
|
||||
* The alpha value starting from the top-right of the Game Object.
|
||||
* This value is interpolated from the corner to the center of the Game Object.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#alphaTopRight
|
||||
* @type {float}
|
||||
* @webglOnly
|
||||
|
@ -226,7 +227,7 @@ var Alpha = {
|
|||
/**
|
||||
* The alpha value starting from the bottom-left of the Game Object.
|
||||
* This value is interpolated from the corner to the center of the Game Object.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#alphaBottomLeft
|
||||
* @type {float}
|
||||
* @webglOnly
|
||||
|
@ -256,7 +257,7 @@ var Alpha = {
|
|||
/**
|
||||
* The alpha value starting from the bottom-right of the Game Object.
|
||||
* This value is interpolated from the corner to the center of the Game Object.
|
||||
*
|
||||
*
|
||||
* @name Phaser.GameObjects.Components.Alpha#alphaBottomRight
|
||||
* @type {float}
|
||||
* @webglOnly
|
||||
|
|
|
@ -30,16 +30,16 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* Export a Game Object as a JSON object.
|
||||
* Build a JSON representation of the given Game Object.
|
||||
*
|
||||
* This is typically extended further by Game Object specific implementations.
|
||||
*
|
||||
* @method Phaser.GameObjects.Components.ToJSON
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export.
|
||||
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export as JSON.
|
||||
*
|
||||
* @return {JSONGameObject} The exported Game Object.
|
||||
* @return {JSONGameObject} The JSON representation of the Game Object.
|
||||
*/
|
||||
var ToJSON = function (gameObject)
|
||||
{
|
||||
|
|
|
@ -23,7 +23,7 @@ var Vector2 = require('../../math/Vector2');
|
|||
* By default it will be removed from the Display List and instead added to the Containers own internal list.
|
||||
*
|
||||
* The position of the Game Object automatically becomes relative to the position of the Container.
|
||||
*
|
||||
*
|
||||
* When the Container is rendered, all of its children are rendered as well, in the order in which they exist
|
||||
* within the Container. Container children can be repositioned using methods such as `MoveUp`, `MoveDown` and `SendToBack`.
|
||||
*
|
||||
|
@ -102,10 +102,10 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Does this Container exclusively manage its children?
|
||||
*
|
||||
*
|
||||
* The default is `true` which means a child added to this Container cannot
|
||||
* belong in another Container, which includes the Scene display list.
|
||||
*
|
||||
*
|
||||
* If you disable this then this Container will no longer exclusively manage its children.
|
||||
* This allows you to create all kinds of interesting graphical effects, such as replicating
|
||||
* Game Objects without reparenting them all over the Scene.
|
||||
|
@ -159,7 +159,7 @@ var Container = new Class({
|
|||
* @since 3.4.0
|
||||
*/
|
||||
this.tempTransformMatrix = new Components.TransformMatrix();
|
||||
|
||||
|
||||
/**
|
||||
* A reference to the Scene Display List.
|
||||
*
|
||||
|
@ -274,10 +274,10 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Does this Container exclusively manage its children?
|
||||
*
|
||||
*
|
||||
* The default is `true` which means a child added to this Container cannot
|
||||
* belong in another Container, which includes the Scene display list.
|
||||
*
|
||||
*
|
||||
* If you disable this then this Container will no longer exclusively manage its children.
|
||||
* This allows you to create all kinds of interesting graphical effects, such as replicating
|
||||
* Game Objects without reparenting them all over the Scene.
|
||||
|
@ -308,10 +308,10 @@ var Container = new Class({
|
|||
*
|
||||
* Some children are unable to return their bounds, such as Graphics objects, in which case
|
||||
* they are skipped.
|
||||
*
|
||||
*
|
||||
* Depending on the quantity of children in this Container it could be a really expensive call,
|
||||
* so cache it and only poll it as needed.
|
||||
*
|
||||
*
|
||||
* The values are stored and returned in a Rectangle object.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#getBounds
|
||||
|
@ -394,7 +394,7 @@ var Container = new Class({
|
|||
if (this.exclusive)
|
||||
{
|
||||
gameObject.parentContainer = null;
|
||||
|
||||
|
||||
this._sysEvents.once('shutdown', gameObject.destroy, gameObject);
|
||||
}
|
||||
},
|
||||
|
@ -448,7 +448,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Adds the given Game Object, or array of Game Objects, to this Container.
|
||||
*
|
||||
*
|
||||
* Each Game Object must be unique within the Container.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#add
|
||||
|
@ -467,9 +467,9 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Adds the given Game Object, or array of Game Objects, to this Container at the specified position.
|
||||
*
|
||||
*
|
||||
* Existing Game Objects in the Container are shifted up.
|
||||
*
|
||||
*
|
||||
* Each Game Object must be unique within the Container.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#addAt
|
||||
|
@ -594,7 +594,7 @@ var Container = new Class({
|
|||
*
|
||||
* You can also specify a property and value to search for, in which case it will return the first
|
||||
* Game Object in this Container with a matching property and / or value.
|
||||
*
|
||||
*
|
||||
* For example: `getFirst('visible', true)` would return the first Game Object that had its `visible` property set.
|
||||
*
|
||||
* You can limit the search to the `startIndex` - `endIndex` range.
|
||||
|
@ -622,7 +622,7 @@ var Container = new Class({
|
|||
* For example: `getAll('body')` would return only Game Objects that have a body property.
|
||||
*
|
||||
* You can also specify a value to compare the property to:
|
||||
*
|
||||
*
|
||||
* `getAll('visible', true)` would return only Game Objects that have their visible property set to `true`.
|
||||
*
|
||||
* Optionally you can specify a start and end index. For example if this Container had 100 Game Objects,
|
||||
|
@ -647,16 +647,16 @@ var Container = new Class({
|
|||
/**
|
||||
* Returns the total number of Game Objects in this Container that have a property
|
||||
* matching the given value.
|
||||
*
|
||||
*
|
||||
* For example: `count('visible', true)` would count all the elements that have their visible property set.
|
||||
*
|
||||
*
|
||||
* You can optionally limit the operation to the `startIndex` - `endIndex` range.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#count
|
||||
* @since 3.4.0
|
||||
*
|
||||
* @param {string} property - [description]
|
||||
* @param {any} value - [description]
|
||||
* @param {string} property - The property to check.
|
||||
* @param {any} value - The value to check.
|
||||
* @param {integer} [startIndex=0] - An optional start index to search from.
|
||||
* @param {integer} [endIndex=Container.length] - An optional end index to search up to (but not included)
|
||||
*
|
||||
|
@ -676,7 +676,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {Phaser.GameObjects.GameObject} child1 - The first Game Object to swap.
|
||||
* @param {Phaser.GameObjects.GameObject} child2 - The second Game Object to swap.
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
*/
|
||||
swap: function (child1, child2)
|
||||
|
@ -688,7 +688,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Moves a Game Object to a new position within this Container.
|
||||
*
|
||||
*
|
||||
* The Game Object must already be a child of this Container.
|
||||
*
|
||||
* The Game Object is removed from its old position and inserted into the new one.
|
||||
|
@ -711,7 +711,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Removes the given Game Object, or array of Game Objects, from this Container.
|
||||
*
|
||||
*
|
||||
* The Game Objects must already be children of this Container.
|
||||
*
|
||||
* You can also optionally call `destroy` on each Game Object that is removed from the Container.
|
||||
|
@ -746,7 +746,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Removes the Game Object at the given position in this Container.
|
||||
*
|
||||
*
|
||||
* You can also optionally call `destroy` on the Game Object, if one is found.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#removeAt
|
||||
|
@ -771,7 +771,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Removes the Game Objects between the given positions in this Container.
|
||||
*
|
||||
*
|
||||
* You can also optionally call `destroy` on each Game Object that is removed from the Container.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#removeBetween
|
||||
|
@ -800,7 +800,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Removes all Game Objects from this Container.
|
||||
*
|
||||
*
|
||||
* You can also optionally call `destroy` on each Game Object that is removed from the Container.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#removeAll
|
||||
|
@ -958,7 +958,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Returns `true` if the given Game Object is a direct child of this Container.
|
||||
*
|
||||
*
|
||||
* This check does not scan nested Containers.
|
||||
*
|
||||
* @method Phaser.GameObjects.Container#exists
|
||||
|
@ -975,7 +975,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Sets the property to the given value on all Game Objects in this Container.
|
||||
*
|
||||
*
|
||||
* Optionally you can specify a start and end index. For example if this Container had 100 Game Objects,
|
||||
* and you set `startIndex` to 0 and `endIndex` to 50, it would return matches from only
|
||||
* the first 50 Game Objects.
|
||||
|
@ -987,7 +987,7 @@ var Container = new Class({
|
|||
* @param {any} value - The value to get the property to.
|
||||
* @param {integer} [startIndex=0] - An optional start index to search from.
|
||||
* @param {integer} [endIndex=Container.length] - An optional end index to search up to (but not included)
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
*/
|
||||
setAll: function (property, value, startIndex, endIndex)
|
||||
|
@ -1010,7 +1010,7 @@ var Container = new Class({
|
|||
*
|
||||
* A copy of the Container is made before passing each entry to your callback.
|
||||
* This protects against the callback itself modifying the Container.
|
||||
*
|
||||
*
|
||||
* If you know for sure that the callback will not change the size of this Container
|
||||
* then you can use the more performant `Container.iterate` method instead.
|
||||
*
|
||||
|
@ -1020,7 +1020,7 @@ var Container = new Class({
|
|||
* @param {function} callback - The function to call.
|
||||
* @param {object} [context] - Value to use as `this` when executing callback.
|
||||
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
*/
|
||||
each: function (callback, context)
|
||||
|
@ -1057,7 +1057,7 @@ var Container = new Class({
|
|||
* @param {function} callback - The function to call.
|
||||
* @param {object} [context] - Value to use as `this` when executing callback.
|
||||
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
|
||||
*
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
*/
|
||||
iterate: function (callback, context)
|
||||
|
@ -1099,7 +1099,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Returns the first Game Object within the Container, or `null` if it is empty.
|
||||
*
|
||||
*
|
||||
* You can move the cursor by calling `Container.next` and `Container.previous`.
|
||||
*
|
||||
* @name Phaser.GameObjects.Container#first
|
||||
|
@ -1127,7 +1127,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Returns the last Game Object within the Container, or `null` if it is empty.
|
||||
*
|
||||
*
|
||||
* You can move the cursor by calling `Container.next` and `Container.previous`.
|
||||
*
|
||||
* @name Phaser.GameObjects.Container#last
|
||||
|
@ -1155,7 +1155,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Returns the next Game Object within the Container, or `null` if it is empty.
|
||||
*
|
||||
*
|
||||
* You can move the cursor by calling `Container.next` and `Container.previous`.
|
||||
*
|
||||
* @name Phaser.GameObjects.Container#next
|
||||
|
@ -1183,7 +1183,7 @@ var Container = new Class({
|
|||
|
||||
/**
|
||||
* Returns the previous Game Object within the Container, or `null` if it is empty.
|
||||
*
|
||||
*
|
||||
* You can move the cursor by calling `Container.next` and `Container.previous`.
|
||||
*
|
||||
* @name Phaser.GameObjects.Container#previous
|
||||
|
|
|
@ -33,7 +33,7 @@ var Render = require('./GraphicsRender');
|
|||
* @extends Phaser.GameObjects.Components.Visible
|
||||
* @extends Phaser.GameObjects.Components.ScrollFactor
|
||||
*
|
||||
* @param {Phaser.Scene} scene - [description]
|
||||
* @param {Phaser.Scene} scene - The Scene to which this Graphics object belongs.
|
||||
* @param {object} options - [description]
|
||||
*/
|
||||
var Graphics = new Class({
|
||||
|
@ -85,7 +85,7 @@ var Graphics = new Class({
|
|||
this.displayOriginY = 0;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The array of commands used to render the Graphics.
|
||||
*
|
||||
* @name Phaser.GameObjects.Graphics#commandBuffer
|
||||
* @type {array}
|
||||
|
@ -95,7 +95,7 @@ var Graphics = new Class({
|
|||
this.commandBuffer = [];
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The default fill color for shapes rendered by this Graphics object.
|
||||
*
|
||||
* @name Phaser.GameObjects.Graphics#defaultFillColor
|
||||
* @type {number}
|
||||
|
@ -105,7 +105,7 @@ var Graphics = new Class({
|
|||
this.defaultFillColor = -1;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The default fill alpha for shapes rendered by this Graphics object.
|
||||
*
|
||||
* @name Phaser.GameObjects.Graphics#defaultFillAlpha
|
||||
* @type {number}
|
||||
|
@ -115,7 +115,7 @@ var Graphics = new Class({
|
|||
this.defaultFillAlpha = 1;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The default stroke width for shapes rendered by this Graphics object.
|
||||
*
|
||||
* @name Phaser.GameObjects.Graphics#defaultStrokeWidth
|
||||
* @type {number}
|
||||
|
@ -125,7 +125,7 @@ var Graphics = new Class({
|
|||
this.defaultStrokeWidth = 1;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The default stroke color for shapes rendered by this Graphics object.
|
||||
*
|
||||
* @name Phaser.GameObjects.Graphics#defaultStrokeColor
|
||||
* @type {number}
|
||||
|
@ -135,7 +135,7 @@ var Graphics = new Class({
|
|||
this.defaultStrokeColor = -1;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The default stroke alpha for shapes rendered by this Graphics object.
|
||||
*
|
||||
* @name Phaser.GameObjects.Graphics#defaultStrokeAlpha
|
||||
* @type {number}
|
||||
|
@ -158,12 +158,12 @@ var Graphics = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the default styles for this Graphics object.
|
||||
*
|
||||
* @method Phaser.GameObjects.Graphics#setDefaultStyles
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {object} options - [description]
|
||||
* @param {object} options - The styles to set as defaults.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
*/
|
||||
|
|
|
@ -89,7 +89,7 @@ var RenderTexture = new Class({
|
|||
this.renderer = scene.sys.game.renderer;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The tint of the Render Texture when rendered.
|
||||
*
|
||||
* @name Phaser.GameObjects.RenderTexture#globalTint
|
||||
* @type {number}
|
||||
|
@ -99,10 +99,10 @@ var RenderTexture = new Class({
|
|||
this.globalTint = 0xffffff;
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* The alpha of the Render Texture when rendered.
|
||||
*
|
||||
* @name Phaser.GameObjects.RenderTexture#globalAlpha
|
||||
* @type {float}
|
||||
* @type {number}
|
||||
* @default 1
|
||||
* @since 3.2.0
|
||||
*/
|
||||
|
@ -167,7 +167,7 @@ var RenderTexture = new Class({
|
|||
|
||||
/**
|
||||
* Resizes the Render Texture to the new dimensions given.
|
||||
*
|
||||
*
|
||||
* In WebGL it will destroy and then re-create the frame buffer being used by the Render Texture.
|
||||
* In Canvas it will resize the underlying canvas element.
|
||||
* Both approaches will erase everything currently drawn to the Render Texture.
|
||||
|
@ -211,14 +211,14 @@ var RenderTexture = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the tint to use when rendering this Render Texture.
|
||||
*
|
||||
* @method Phaser.GameObjects.RenderTexture#setGlobalTint
|
||||
* @since 3.2.0
|
||||
*
|
||||
* @param {integer} tint [description]
|
||||
* @param {integer} tint - The tint value.
|
||||
*
|
||||
* @return {Phaser.GameObjects.RenderTexture} [description]
|
||||
* @return {this} This Render Texture.
|
||||
*/
|
||||
setGlobalTint: function (tint)
|
||||
{
|
||||
|
@ -228,14 +228,14 @@ var RenderTexture = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* [description]
|
||||
* Set the alpha to use when rendering this Render Texture.
|
||||
*
|
||||
* @method Phaser.GameObjects.RenderTexture#setGlobalAlpha
|
||||
* @since 3.2.0
|
||||
*
|
||||
* @param {float} alpha [description]
|
||||
* @param {number} alpha - The alpha value.
|
||||
*
|
||||
* @return {Phaser.GameObjects.RenderTexture} [description]
|
||||
* @return {this} This Render Texture.
|
||||
*/
|
||||
setGlobalAlpha: function (alpha)
|
||||
{
|
||||
|
|
Loading…
Add table
Reference in a new issue