This commit is contained in:
Richard Davey 2014-02-22 00:46:48 +00:00
commit bd24dab2f6
246 changed files with 52547 additions and 4654 deletions

View file

@ -86,6 +86,7 @@ module.exports = function (grunt) {
'src/gameobjects/Events.js',
'src/gameobjects/GameObjectFactory.js',
'src/gameobjects/GameObjectCreator.js',
'src/gameobjects/BitmapData.js',
'src/gameobjects/Sprite.js',
'src/gameobjects/Image.js',

View file

@ -90,6 +90,8 @@ Significant API changes:
* Cache.getImageKeys and similar has been removed, please use Cache.getKeys(Phaser.Cache.IMAGE) instead, this now supports all 10 Cache data types.
* After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
* Phaser.QuadTree has been removed from core and moved to a plugin. It's no longer required, nor works with the physics system.
* Phaser.Animation.frame now returns the frame of the current animation, rather than the global frame from the sprite sheet / atlas.
* When adding a Group if the parent value is `null` the Group won't be added to the World, so you can add it when ready. If parent is `undefined` it's added to World by default.
New features:
@ -120,6 +122,9 @@ New features:
* fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
* fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
* Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
* Loader can now load JSON files specifically (game.load.json) and they are parsed and stored in the Game.Cache. Retrieve with game.cache.getJSON(key).
* TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras.
* The StateManager now looks for a function called 'resumed' which is called when a game un-pauses.
Updates:
@ -133,6 +138,11 @@ Updates:
* World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
* Added hostname: '*' to the grunt-connect in Gruntfile.js (fixes #426)
* Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)
* BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask.
* The new GameObjectCreator (which you access via game.make or State.make) lets you easily create an object but NOT add it to the display list.
* TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions.
* We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
* Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
Bug Fixes:
@ -149,6 +159,9 @@ Bug Fixes:
* Fixed bug in Math.angleBetween where it was using the coordinates in the wrong order.
* Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
* If pixelPerfect Input Sprites overlapped each other the pixel check wasn't taken into consieration in the Pointer move method.
* Updated Input.Mouse to use event.button not event.which, so the const reference from input.mouse.button is correct (thanks grimor)
* Text that was fixedToCamera would 'jitter' if the world scrolled. Now works as expected across all fixed objects.
TO DO:

View file

@ -131,6 +131,7 @@
<script src="$path/src/input/InputHandler.js"></script>
<script src="$path/src/gameobjects/Events.js"></script>
<script src="$path/src/gameobjects/GameObjectCreator.js"></script>
<script src="$path/src/gameobjects/GameObjectFactory.js"></script>
<script src="$path/src/gameobjects/BitmapData.js"></script>
<script src="$path/src/gameobjects/Sprite.js"></script>

View file

@ -1614,12 +1614,22 @@ Broadphase.aabbCheck = function(bodyA, bodyB){
* @return {Boolean}
*/
Broadphase.canCollide = function(bodyA, bodyB){
// Cannot collide static bodies
if(bodyA.motionState & Body.STATIC && bodyB.motionState & Body.STATIC)
if(bodyA.motionState == Body.STATIC && bodyB.motionState == Body.STATIC)
return false;
// Cannot collide sleeping bodies
if(bodyA.sleepState & Body.SLEEPING && bodyB.sleepState & Body.SLEEPING)
// Cannot collide static vs kinematic bodies
if( (bodyA.motionState == Body.KINEMATIC && bodyB.motionState == Body.STATIC) ||
(bodyA.motionState == Body.STATIC && bodyB.motionState == Body.KINEMATIC))
return false;
// Cannot collide kinematic vs kinematic
if(bodyA.motionState == Body.KINEMATIC && bodyB.motionState == Body.KINEMATIC)
return false;
// Cannot collide both sleeping bodies
if(bodyA.sleepState == Body.SLEEPING && bodyB.sleepState == Body.SLEEPING)
return false;
return true;
@ -2027,9 +2037,9 @@ Narrowphase.prototype.createContactEquation = function(bodyA,bodyB,shapeA,shapeB
c.firstImpact = !this.collidedLastStep(bodyA,bodyB);
c.enabled = true;
if(bodyA.allowSleep && (bodyA.motionState & Body.DYNAMIC) && !(bodyB.motionState & Body.STATIC || bodyB.sleepState === Body.SLEEPY))
if(bodyA.allowSleep && (bodyA.motionState == Body.DYNAMIC) && !(bodyB.motionState == Body.STATIC || bodyB.sleepState === Body.SLEEPY))
bodyA.wakeUp();
if(bodyB.allowSleep && (bodyB.motionState & Body.DYNAMIC) && !(bodyA.motionState & Body.STATIC || bodyA.sleepState === Body.SLEEPY))
if(bodyB.allowSleep && (bodyB.motionState == Body.DYNAMIC) && !(bodyA.motionState == Body.STATIC || bodyA.sleepState === Body.SLEEPY))
bodyB.wakeUp();
return c;
@ -4111,9 +4121,11 @@ SAPBroadphase.prototype.getCollisionPairs = function(world){
break;
// add pair to preliminary list
var key = bi.id < bj.id ? bi.id+' '+bj.id : bj.id+' '+bi.id;
preliminaryList[key] = true;
preliminaryList.keys.push(key);
if(Broadphase.canCollide(bi,bj)){
var key = bi.id < bj.id ? bi.id+' '+bj.id : bj.id+' '+bi.id;
preliminaryList[key] = true;
preliminaryList.keys.push(key);
}
}
}
@ -4128,9 +4140,11 @@ SAPBroadphase.prototype.getCollisionPairs = function(world){
break;
// If in preliminary list, add to final result
var key = bi.id < bj.id ? bi.id+' '+bj.id : bj.id+' '+bi.id;
if(preliminaryList[key] && Broadphase.boundingRadiusCheck(bi,bj))
result.push(bi,bj);
if(Broadphase.canCollide(bi,bj)){
var key = bi.id < bj.id ? bi.id+' '+bj.id : bj.id+' '+bi.id;
if(preliminaryList[key] && Broadphase.boundingRadiusCheck(bi,bj))
result.push(bi,bj);
}
}
}
@ -6793,6 +6807,12 @@ function Body(options){
*/
this.sleepTimeLimit = 1;
/**
* Gravity scaling factor. If you want the body to ignore gravity, set this to zero. If you want to reverse gravity, set it to -1.
* @property {Number} gravityScale
*/
this.gravityScale = 1;
this.timeLastSleepy = 0;
this.concavePath = null;
@ -7040,6 +7060,7 @@ Body.prototype.fromPolygon = function(path,options){
var p = new decomp.Polygon();
p.vertices = path;
// Make it counter-clockwise
p.makeCCW();
@ -7174,7 +7195,7 @@ Body.prototype.addConstraintVelocity = function(){
* @param {number} dt Current time step
*/
Body.prototype.applyDamping = function(dt){
if(this.motionState & Body.DYNAMIC){ // Only for dynamic bodies
if(this.motionState == Body.DYNAMIC){ // Only for dynamic bodies
// Since Math.pow generates garbage we check if we can reuse the scaling coefficient from last step
if(dt != this.lastDampingTimeStep){
@ -8619,7 +8640,7 @@ function getUnvisitedNode(nodes){
var Nnodes = nodes.length;
for(var i=0; i!==Nnodes; i++){
var node = nodes[i];
if(!node.visited && !(node.body.motionState & STATIC)){ // correct?
if(!node.visited && !(node.body.motionState == STATIC)){ // correct?
return node;
}
}
@ -9401,7 +9422,7 @@ World.prototype.internalStep = function(dt){
for(var i=0; i!==Nbodies; i++){
var b = bodies[i],
fi = b.force;
vec2.scale(mg,g,b.mass); // F=m*g
vec2.scale(mg,g,b.mass*b.gravityScale); // F=m*g
add(fi,fi,mg);
}
}
@ -9417,7 +9438,8 @@ World.prototype.internalStep = function(dt){
if(this.applyDamping){
for(var i=0; i!==Nbodies; i++){
var b = bodies[i];
b.applyDamping(dt);
if(b.motionState == Body.DYNAMIC)
b.applyDamping(dt);
}
}
@ -9466,13 +9488,14 @@ World.prototype.internalStep = function(dt){
// Emit shape end overlap events
var last = this.overlappingShapesLastState;
for(var i=0; i<last.keys.length; i++){
for(var i=0; i!==last.keys.length; i++){
var key = last.keys[i];
if(key.indexOf("shape")!=-1 || key.indexOf("body")!=-1)
break;
if(last[key]!==true)
continue;
if(!this.overlappingShapesCurrentState[key]){
// Not overlapping any more! Emit event.
// Not overlapping in current state, but in last state. Emit event!
var e = this.endContactEvent;
// Add shapes to the event object
@ -9482,19 +9505,24 @@ World.prototype.internalStep = function(dt){
e.bodyB = last[key+"_bodyB"];
this.emit(e);
}
// Clear old data
delete last[key];
delete last[key+"_shapeA"];
delete last[key+"_shapeB"];
delete last[key+"_bodyA"];
delete last[key+"_bodyB"];
}
this.overlappingShapesLastState.keys.length = 0;
// Swap state objects
var tmp = this.overlappingShapesLastState;
this.overlappingShapesLastState = this.overlappingShapesCurrentState;
this.overlappingShapesCurrentState = tmp;
// Clear last object
for(var i=0; i!==last.keys.length; i++)
delete last[last.keys[i]];
last.keys.length = 0;
// Transfer from new object to old
var current = this.overlappingShapesCurrentState;
for(var i=0; i!==current.keys.length; i++){
last[current.keys[i]] = current[current.keys[i]];
last.keys.push(current.keys[i]);
}
// Clear current object
for(var i=0; i!==current.keys.length; i++)
delete current[current.keys[i]];
current.keys.length = 0;
var preSolveEvent = this.preSolveEvent;
preSolveEvent.contactEquations = np.contactEquations;
@ -9522,7 +9550,7 @@ World.prototype.internalStep = function(dt){
for(var i=0; i!==Nbodies; i++){
var body = bodies[i];
if(body.sleepState !== Body.SLEEPING && body.mass>0){
if(body.sleepState !== Body.SLEEPING && body.motionState!=Body.STATIC){
World.integrateBody(body,dt);
}
}

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -871,7 +907,7 @@ Object.defineProperty(Phaser.Animation.prototype, 'frame', {
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
this.currentFrame = this._frameData.getFrame(this._frames[value]);
if (this.currentFrame !== null)
{
@ -965,7 +1001,7 @@ Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zer
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -923,7 +959,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -789,7 +825,7 @@ Phaser.AnimationParser = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1891,7 +1927,7 @@ Phaser.Physics.Arcade.prototype.constructor = Phaser.Physics.Arcade;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -563,7 +599,7 @@ Phaser.BitmapData = function (game, key, width, height) {
Phaser.BitmapData.prototype = {
/**
* Updates the given objects so that they use this BitmapData as their texture.
* Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
*
* @method Phaser.BitmapData#add
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
@ -672,6 +708,7 @@ Phaser.BitmapData.prototype = {
/**
* Sets the color of the given pixel to the specified red, green and blue values.
*
* @method Phaser.BitmapData#setPixel
* @param {number} x - The X coordinate of the pixel to be set.
* @param {number} y - The Y coordinate of the pixel to be set.
@ -686,7 +723,8 @@ Phaser.BitmapData.prototype = {
},
/**
* Get a color of a specific pixel.
* Get the color of a specific pixel.
*
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xRRGGBB)
@ -701,7 +739,8 @@ Phaser.BitmapData.prototype = {
},
/**
* Get a color of a specific pixel (including alpha value).
* Get the color of a specific pixel including its alpha value.
*
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xAARRGGBB)
@ -716,8 +755,9 @@ Phaser.BitmapData.prototype = {
},
/**
* Get pixels in array in a specific Rectangle.
* @param rect {Rectangle} The specific Rectangle.
* Gets all the pixels from the region specified by the given Rectangle object.
*
* @param {Phaser.Rectangle} rect - The Rectangle region to get.
* @return {array} CanvasPixelArray.
*/
getPixels: function (rect) {
@ -726,15 +766,89 @@ Phaser.BitmapData.prototype = {
},
/**
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
* @param {number} destX - The destination x coordinate to copy the image to.
* @param {number} destY - The destination y coordinate to copy the image to.
*/
copyPixels: function (source, area, destX, destY) {
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
}
},
/**
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {number} destX - The destination x coordinate to draw the image to.
* @param {number} destY - The destination y coordinate to draw the image to.
*/
draw: function (source, destX, destY) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0, source.width, source.height, destX, destY, source.width, source.height);
}
},
/**
* Draws the given image onto this BitmapData using an image as an alpha mask.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.
*/
alphaMask: function (source, mask) {
var temp = this.context.globalCompositeOperation;
if (typeof mask === 'string')
{
mask = this.game.cache.getImage(mask);
}
if (mask)
{
this.context.drawImage(mask, 0, 0);
}
this.context.globalCompositeOperation = 'source-atop';
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0);
}
this.context.globalCompositeOperation = temp;
},
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
*
* @method Phaser.BitmapData#render
*/
render: function () {
@ -776,7 +890,7 @@ Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1046,7 +1082,7 @@ Object.defineProperty(Phaser.BitmapFont.prototype, "text", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -584,7 +620,7 @@ Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
* @method setStyle
* @method Phaser.BitmapText.prototype.setStyle
* @private
*/
Phaser.BitmapText.prototype.setStyle = function() {
@ -632,8 +668,7 @@ Phaser.BitmapText.prototype.preUpdate = function () {
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.BitmapText#update
* @memberof Phaser.BitmapText
* @method Phaser.BitmapText.prototype.update
*/
Phaser.BitmapText.prototype.update = function() {
@ -655,34 +690,30 @@ Phaser.BitmapText.prototype.postUpdate = function () {
}
/**
* Destroy this BitmapText instance. This will remove any filters and un-parent any children.
* @method Phaser.BitmapText.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
this.parent.remove(this);
}
var i = this.children.length;
while (i--)
{
this.removeChild(this.children[i]);
}
this.exists = false;
this.visible = false;
this.filters = null;
this.mask = null;
this.game = null;
if (this.children.length > 0)
{
do
{
this.removeChild(this.children[0]);
}
while (this.children.length > 0);
}
}
/**
@ -906,7 +937,7 @@ Object.defineProperty(Phaser.BitmapText.prototype, "fixedToCamera", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

File diff suppressed because it is too large Load diff

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -932,7 +968,7 @@ Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @method Phaser.Button.prototype.onInputOutHandler
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
@ -958,7 +994,7 @@ Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @method Phaser.Button.prototype.onInputDownHandler
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
@ -984,7 +1020,7 @@ Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @method Phaser.Button.prototype.onInputUpHandler
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
@ -1111,7 +1147,7 @@ Phaser.Button.prototype.setState = function (newState) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1601,7 +1637,7 @@ Phaser.Cache.prototype.constructor = Phaser.Cache;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -904,7 +940,7 @@ Object.defineProperty(Phaser.Camera.prototype, "height", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -761,7 +797,7 @@ Phaser.Canvas = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1010,7 +1046,7 @@ PIXI.Circle = Phaser.Circle;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

574
docs/CollisionGroup.js.html Normal file
View file

@ -0,0 +1,574 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/CollisionGroup.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
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<a class="brand" href="index.html">Phaser</a>
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class="caret"></b></a>
<ul class="dropdown-menu ">
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</li>
</ul>
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<li class="dropdown">
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class="caret"></b></a>
<ul class="dropdown-menu ">
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</li>
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</li>
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</li>
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<h1 class="page-title">Source: physics/CollisionGroup.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Collision Group
*
* @class Phaser.Physics.CollisionGroup
* @classdesc Physics Collision Group Constructor
* @constructor
*/
Phaser.Physics.CollisionGroup = function (bitmask) {
/**
* @property {number} mask - The CollisionGroup bitmask.
*/
this.mask = bitmask;
}
</pre>
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@ -166,6 +166,10 @@
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@ -254,6 +258,38 @@
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@ -825,7 +861,7 @@ Phaser.Color = {
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<h1 class="page-title">Source: physics/ContactMaterial.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Defines a physics material
*
* @class Phaser.Physics.ContactMaterial
* @classdesc Physics ContactMaterial Constructor
* @constructor
* @param {Phaser.Physics.Material} materialA
* @param {Phaser.Physics.Material} materialB
* @param {object} [options]
*/
Phaser.Physics.ContactMaterial = function (materialA, materialB, options) {
/**
* @property {number} id - The contact material identifier.
*/
/**
* @property {Phaser.Physics.Material} materialA - First material participating in the contact material.
*/
/**
* @property {Phaser.Physics.Material} materialB - First second participating in the contact material.
*/
/**
* @property {number} [friction=0.3] - Friction to use in the contact of these two materials.
*/
/**
* @property {number} [restitution=0.0] - Restitution to use in the contact of these two materials.
*/
/**
* @property {number} [stiffness=1e7] - Stiffness of the resulting ContactEquation that this ContactMaterial generate.
*/
/**
* @property {number} [relaxation=3] - Relaxation of the resulting ContactEquation that this ContactMaterial generate.
*/
/**
* @property {number} [frictionStiffness=1e7] - Stiffness of the resulting FrictionEquation that this ContactMaterial generate.
*/
/**
* @property {number} [frictionRelaxation=3] - Relaxation of the resulting FrictionEquation that this ContactMaterial generate.
*/
/**
* @property {number} [surfaceVelocity=0] - Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right.
*/
p2.ContactMaterial.call(this, materialA, materialB, options);
}
Phaser.Physics.ContactMaterial.prototype = Object.create(p2.ContactMaterial.prototype);
Phaser.Physics.ContactMaterial.prototype.constructor = Phaser.Physics.ContactMaterial;
</pre>
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
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<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.Material.html">Material</a>
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<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -532,7 +568,7 @@ Phaser.Utils.Debug.prototype = {
*/
start: function (x, y, color, columnWidth) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -577,7 +613,7 @@ Phaser.Utils.Debug.prototype = {
*/
line: function (text, x, y) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -604,7 +640,7 @@ Phaser.Utils.Debug.prototype = {
*/
splitline: function (text) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -629,46 +665,6 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Visually renders a QuadTree to the display.
* @method Phaser.Utils.Debug#renderQuadTree
* @param {Phaser.QuadTree} quadtree - The quadtree to render.
* @param {string} color - The color of the lines in the quadtree.
*/
renderQuadTree: function (quadtree, color) {
color = color || 'rgba(255,0,0,0.3)';
this.start();
var bounds = quadtree.bounds;
if (quadtree.nodes.length === 0)
{
this.context.strokeStyle = color;
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
this.context.strokeStyle = 'rgb(0,255,0)';
// children
for (var i = 0; i &lt; quadtree.objects.length; i++)
{
this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
}
}
else
{
for (var i = 0; i &lt; quadtree.nodes.length; i++)
{
this.renderQuadTree(quadtree.nodes[i]);
}
}
this.stop();
},
/**
* Render Sound information, including decoded state, duration, volume and more.
* @method Phaser.Utils.Debug#renderSoundInfo
@ -679,7 +675,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderSoundInfo: function (sound, x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -716,7 +712,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderCameraInfo: function (camera, x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -743,7 +739,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderPointer: function (pointer, hideIfUp, downColor, upColor, color) {
if (this.context == null || pointer == null)
if (this.context === null || pointer == null)
{
return;
}
@ -802,6 +798,11 @@ Phaser.Utils.Debug.prototype = {
*/
renderSpriteInputInfo: function (sprite, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
this.start(x, y, color);
@ -823,7 +824,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderInputInfo: function (x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -840,6 +841,21 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
* @method Phaser.Utils.Debug#renderSpriteBounds
* @param {Phaser.Sprite} sprite - Description.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
renderSpriteBounds: function (sprite, color, filled) {
var bounds = sprite.getBounds();
this.renderRectangle(bounds, color, filled);
},
/**
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
* @method Phaser.Utils.Debug#renderSpriteInfo
@ -850,7 +866,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderSpriteInfo: function (sprite, x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -897,7 +913,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderSpriteCoords: function (sprite, x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -927,7 +943,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderLine: function (line, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -955,7 +971,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderLineInfo: function (line, x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -980,7 +996,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderPointInfo: function (point, x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -1002,7 +1018,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderPixel: function (x, y, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -1024,7 +1040,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderPoint: function (point, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -1047,7 +1063,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderRectangle: function (rect, color, filled) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -1081,7 +1097,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderCircle: function (circle, color) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -1109,7 +1125,7 @@ Phaser.Utils.Debug.prototype = {
*/
renderText: function (text, x, y, color, font) {
if (this.context == null)
if (this.context === null)
{
return;
}
@ -1135,6 +1151,11 @@ Phaser.Utils.Debug.prototype = {
*/
renderBodyInfo: function (sprite, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
this.start(x, y, color, 210);
@ -1153,12 +1174,12 @@ Phaser.Utils.Debug.prototype = {
/**
* @method Phaser.Utils.Debug#renderPhysicsBody
* @param {Phaser.Body} body - The Phaser.Body instance to render all shapes from.
* @param {Phaser.Physics.Body} body - The Phaser.Physics.Body instance to render all shapes from.
* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
*/
renderPhysicsBody: function (body, color, context) {
renderPhysicsBody: function (body, color) {
if (this.context === null && context === null)
if (this.context === null)
{
return;
}
@ -1172,8 +1193,8 @@ Phaser.Utils.Debug.prototype = {
var shapeAngles = body.data.shapeAngles;
var i = shapes.length;
var x = this.game.math.p2px(body.data.position[0]) - this.game.camera.view.x;
var y = this.game.math.p2px(body.data.position[1]) - this.game.camera.view.y;
var x = this.game.math.p2pxi(body.data.position[0]) - this.game.camera.view.x;
var y = this.game.math.p2pxi(body.data.position[1]) - this.game.camera.view.y;
var angle = body.data.angle;
while (i--)
@ -1186,11 +1207,14 @@ Phaser.Utils.Debug.prototype = {
{
this.renderShapeLine(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
// else if (shapes[i] instanceof p2.Convex)
else
else if (shapes[i] instanceof p2.Convex)
{
this.renderShapeConvex(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
else if (shapes[i] instanceof p2.Circle)
{
this.renderShapeCircle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
}
this.stop();
@ -1198,11 +1222,15 @@ Phaser.Utils.Debug.prototype = {
},
/**
* @method Phaser.Utils.Debug#renderShape
* Renders a p2.Rectangle shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeRectangle
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
* @param {p2.Shape} shape - The shape to render.
* @param {number} x - The x coordinate of the Body to translate to.
* @param {number} y - The y coordinate of the Body to translate to.
* @param {number} angle - The angle of the Body to rotate to.
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeRectangle: function (x, y, bodyAngle, shape, offset, angle) {
@ -1212,14 +1240,14 @@ Phaser.Utils.Debug.prototype = {
this.context.beginPath();
this.context.save();
this.context.translate(x + this.game.math.p2px(offset[0]), y + this.game.math.p2px(offset[1]));
this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1]));
this.context.rotate(bodyAngle + angle);
this.context.moveTo(this.game.math.p2px(points[0][0]), this.game.math.p2px(points[0][1]));
this.context.moveTo(this.game.math.p2pxi(points[0][0]), this.game.math.p2pxi(points[0][1]));
for (var i = 1; i &lt; points.length; i++)
{
this.context.lineTo(this.game.math.p2px(points[i][0]), this.game.math.p2px(points[i][1]));
this.context.lineTo(this.game.math.p2pxi(points[i][0]), this.game.math.p2pxi(points[i][1]));
}
this.context.closePath();
@ -1229,12 +1257,15 @@ Phaser.Utils.Debug.prototype = {
},
/**
* @method Phaser.Utils.Debug#renderShape
* @param {number} x - The x coordinate of the Body to translate to.
* @param {number} y - The y coordinate of the Body to translate to.
* Renders a p2.Line shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeLine
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
* @param {p2.Shape} shape - The shape to render.
* @param {number} offset -
* @param {number} angle -
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeLine: function (x, y, bodyAngle, shape, offset, angle) {
@ -1252,11 +1283,15 @@ Phaser.Utils.Debug.prototype = {
},
/**
* @method Phaser.Utils.Debug#renderShape
* Renders a convex shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeConvex
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
* @param {p2.Shape} shape - The shape to render.
* @param {number} x - The x coordinate of the Body to translate to.
* @param {number} y - The y coordinate of the Body to translate to.
* @param {number} angle - The angle of the Body to rotate to.
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeConvex: function (x, y, bodyAngle, shape, offset, angle) {
@ -1264,16 +1299,41 @@ Phaser.Utils.Debug.prototype = {
this.context.beginPath();
this.context.save();
this.context.translate(x + this.game.math.p2px(offset[0]), y + this.game.math.p2px(offset[1]));
this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1]));
this.context.rotate(bodyAngle + angle);
this.context.moveTo(this.game.math.p2px(points[0][0]), this.game.math.p2px(points[0][1]));
this.context.moveTo(this.game.math.p2pxi(points[0][0]), this.game.math.p2pxi(points[0][1]));
for (var i = 1; i &lt; points.length; i++)
{
this.context.lineTo(this.game.math.p2px(points[i][0]), this.game.math.p2px(points[i][1]));
this.context.lineTo(this.game.math.p2pxi(points[i][0]), this.game.math.p2pxi(points[i][1]));
}
// this.context.arc(0, 0, this.game.math.p2px(shape.radius) , 0, Math.PI * 2);
this.context.closePath();
this.context.stroke();
this.context.restore();
},
/**
* Renders a p2.Circle shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeCircle
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
* @param {p2.Shape} shape - The shape to render.
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeCircle: function (x, y, bodyAngle, shape, offset, angle) {
this.context.beginPath();
this.context.save();
this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1]));
this.context.arc(0, 0, this.game.math.p2px(shape.radius) , 0, Math.PI * 2);
this.context.closePath();
this.context.stroke();
this.context.restore();
@ -1304,7 +1364,7 @@ Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1154,7 +1190,7 @@ Phaser.Device.prototype.constructor = Phaser.Device;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1037,7 +1073,7 @@ Phaser.Easing = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -770,7 +806,7 @@ PIXI.Ellipse = Phaser.Ellipse;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1108,7 +1144,7 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -553,7 +589,7 @@ Phaser.Events.prototype.constructor = Phaser.Events;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -639,7 +675,7 @@ Object.defineProperty(Phaser.Filter.prototype, 'height', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -658,7 +694,7 @@ Phaser.Frame.prototype.constructor = Phaser.Frame;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -713,7 +749,7 @@ Object.defineProperty(Phaser.FrameData.prototype, "total", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -573,10 +609,15 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
*/
this.add = null;
/**
* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
*/
this.make = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
@ -895,6 +936,7 @@ Phaser.Game.prototype = {
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
@ -921,7 +963,15 @@ Phaser.Game.prototype = {
this.isRunning = true;
this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this);
if (this.config && this.config['forceSetTimeOut'])
{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
}
else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
}
this.raf.start();
}
@ -981,14 +1031,6 @@ Phaser.Game.prototype = {
*/
setUpRenderer: function () {
/*
if (this.device.trident)
{
// Pixi WebGL renderer on IE11 doesn't work correctly with masks, if you need them you may want to comment this block out
this.renderType = Phaser.CANVAS;
}
*/
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
{
if (this.device.canvas)
@ -1000,7 +1042,6 @@ Phaser.Game.prototype = {
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
// this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
@ -1013,13 +1054,9 @@ Phaser.Game.prototype = {
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias);
// this.canvas = this.renderer.view;
this.context = null;
}
// Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
// Phaser.Canvas.setTouchAction(this.renderer.view);
Phaser.Canvas.addToDOM(this.canvas, this.parent, true);
Phaser.Canvas.setTouchAction(this.canvas);
@ -1220,7 +1257,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -0,0 +1,913 @@
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<h1 class="page-title">Source: gameobjects/GameObjectCreator.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Game Object Creator is a quick way to create all of the different sorts of core objects that Phaser uses, but not add them to the game world.
* Use the GameObjectFactory to create and add the objects into the world.
*
* @class Phaser.GameObjectCreator
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.GameObjectCreator = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = this.game.world;
};
Phaser.GameObjectCreator.prototype = {
/**
* Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @method Phaser.GameObjectCreator#image
* @param {number} x - X position of the image.
* @param {number} y - Y position of the image.
* @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 the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
image: function (x, y, key, frame) {
return new Phaser.Image(this.game, x, y, key, frame);
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @method Phaser.GameObjectCreator#sprite
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new 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 the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
sprite: function (x, y, key, frame) {
return new Phaser.Sprite(this.game, x, y, key, frame);
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @method Phaser.GameObjectCreator#tween
* @param {object} obj - Object the tween will be run on.
* @return {Phaser.Tween} Description.
*/
tween: function (obj) {
return this.game.tweens.create(obj);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectCreator#group
* @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.Group(this.game, parent, name, addToStage);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectCreator#spriteBatch
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
spriteBatch: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectCreator#audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectCreator#sound
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
sound: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new TileSprite object.
*
* @method Phaser.GameObjectCreator#tileSprite
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite 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 TileSprite 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.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
tileSprite: function (x, y, width, height, key, frame) {
return new Phaser.TileSprite(this.game, x, y, width, height, key, frame);
},
/**
* Creates a new Text object.
*
* @method Phaser.GameObjectCreator#text
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.Text} The newly created text object.
*/
text: function (x, y, text, style, group) {
return new Phaser.Text(this.game, x, y, text, style);
},
/**
* Creates a new Button object.
*
* @method Phaser.GameObjectCreator#button
* @param {number} [x] X position of the new button object.
* @param {number} [y] Y position of the new button object.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
* @param {function} [callback] The function to call when this button is pressed
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
* @return {Phaser.Button} The newly created button object.
*/
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) {
return new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame);
},
/**
* Creates a new Graphics object.
*
* @method Phaser.GameObjectCreator#graphics
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Graphics} The newly created graphics object.
*/
graphics: function (x, y, group) {
return new Phaser.Graphics(this.game, x, y);
},
/**
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*
* @method Phaser.GameObjectCreator#emitter
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
* @return {Phaser.Emitter} The newly created emitter object.
*/
emitter: function (x, y, maxParticles) {
return new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles);
},
/**
* Create a new BitmapFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the BitmapFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple BitmapFont objects.
*
* @method Phaser.GameObjectCreator#bitmapFont
* @param {string} font - The key of the image in the Game.Cache that the BitmapFont will use.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} charsPerRow - The number of characters per row in the font set.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @return {Phaser.BitmapFont} The newly created BitmapFont texture which can be applied to an Image or Sprite.
*/
bitmapFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
return new Phaser.BitmapFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
},
/**
* Create a new BitmapText object.
*
* @method Phaser.GameObjectCreator#bitmapText
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} font - The key of the BitmapText font as stored in Game.Cache.
* @param {string} [text] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size] - The size the font will be rendered in, in pixels.
* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
bitmapText: function (x, y, font, text, size, group) {
return new Phaser.BitmapText(this.game, x, y, font, text, size);
},
/**
* Creates a new Tilemap object.
*
* @method Phaser.GameObjectCreator#tilemap
* @param {string} key - Asset key for the JSON or CSV map data in the cache.
* @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.
* @return {Phaser.Tilemap} The newly created tilemap object.
*/
tilemap: function (key, tilesets) {
return new Phaser.Tilemap(this.game, key, tilesets);
},
/**
* A dynamic initially blank canvas to which images can be drawn.
*
* @method Phaser.GameObjectCreator#renderTexture
* @param {number} [width=100] - the width of the RenderTexture.
* @param {number} [height=100] - the height of the RenderTexture.
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
*/
renderTexture: function (width, height, key, addToCache) {
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
if (typeof addToCache === 'undefined') { addToCache = false; }
var texture = new Phaser.RenderTexture(this.game, width, height, key);
if (addToCache)
{
this.game.cache.addRenderTexture(key, texture);
}
return texture;
},
/**
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectCreator#bitmapData
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
bitmapData: function (width, height, addToCache) {
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
var texture = new Phaser.BitmapData(this.game, key, width, height);
if (addToCache)
{
this.game.cache.addBitmapData(key, texture);
}
return texture;
},
/**
* A WebGL shader/filter that can be applied to Sprites.
*
* @method Phaser.GameObjectCreator#filter
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
* @return {Phaser.Filter} The newly created Phaser.Filter object.
*/
filter: function (filter) {
var args = Array.prototype.splice.call(arguments, 1);
var filter = new Phaser.Filter[filter](this.game);
filter.init.apply(filter, args);
return filter;
}
};
Phaser.GameObjectCreator.prototype.constructor = Phaser.GameObjectCreator;
</pre>
</article>
</section>
</div>
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<span class="copyright">
Phaser Copyright © 2012-2014 Photon Storm Ltd.
</span>
<br />
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -538,7 +574,7 @@ Phaser.GameObjectFactory.prototype = {
*
* @method Phaser.GameObjectFactory#tween
* @param {object} obj - Object the tween will be run on.
* @return {Phaser.Tween} Description.
* @return {Phaser.Tween} The newly created Phaser.Tween object.
*/
tween: function (obj) {
@ -550,7 +586,7 @@ Phaser.GameObjectFactory.prototype = {
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectFactory#group
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
@ -865,7 +901,7 @@ Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1052,7 +1088,7 @@ Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -649,7 +685,7 @@ Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -592,7 +628,7 @@ Phaser.Graphics.prototype.postUpdate = function () {
/**
* Destroy this Graphics instance.
*
* @method Phaser.Sprite.prototype.destroy
* @method Phaser.Graphics.prototype.destroy
*/
Phaser.Graphics.prototype.destroy = function() {
@ -613,7 +649,7 @@ Phaser.Graphics.prototype.destroy = function() {
/*
* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
*
* @method Phaser.Sprite.prototype.drawPolygon
* @method Phaser.Graphics.prototype.drawPolygon
*/
Phaser.Graphics.prototype.drawPolygon = function (poly) {
@ -698,7 +734,7 @@ Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -465,18 +501,20 @@
* @classdesc A Group is a container for display objects that allows for fast pooling and object recycling. Groups can be nested within other Groups and have their own local transforms.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.Group|Phaser.Sprite} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined or null it will use game.world.
* @param {Phaser.Group|Phaser.Sprite|null} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined it will use game.world. If null it won't be added to anything.
* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
*/
Phaser.Group = function (game, parent, name, addToStage) {
if (typeof addToStage === 'undefined') { addToStage = false; }
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
if (typeof parent === 'undefined' || parent === null)
if (typeof parent === 'undefined')
{
parent = game.world;
}
@ -488,20 +526,16 @@ Phaser.Group = function (game, parent, name, addToStage) {
PIXI.DisplayObjectContainer.call(this);
if (typeof addToStage === 'undefined' || addToStage === false)
if (addToStage)
{
this.game.stage.addChild(this);
}
else
{
if (parent)
{
parent.addChild(this);
}
else
{
this.game.stage.addChild(this);
}
}
else
{
this.game.stage.addChild(this);
}
/**
@ -1272,11 +1306,11 @@ Phaser.Group.prototype.forEach = function (callback, callbackContext, checkExist
}
/**
* Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run.
* Allows you to call your own function on each member of this Group where child.exists=true. You must pass the callback and context in which it will run.
* You can add as many parameters as you like, which will all be passed to the callback along with the child.
* For example: Group.forEachAlive(causeDamage, this, 500)
* For example: Group.forEachExists(causeDamage, this, 500)
*
* @method Phaser.Group#forEachAlive
* @method Phaser.Group#forEachExists
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
*/
@ -1602,7 +1636,7 @@ Phaser.Group.prototype.destroy = function (destroyChildren) {
{
do
{
if (this.children[0].group)
if (this.children[0].parent)
{
this.children[0].destroy();
}
@ -1757,7 +1791,7 @@ Object.defineProperty(Phaser.Group.prototype, "fixedToCamera", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -824,11 +860,6 @@ Phaser.Image.prototype.kill = function() {
*/
Phaser.Image.prototype.destroy = function() {
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
this.parent.remove(this);
@ -844,10 +875,19 @@ Phaser.Image.prototype.destroy = function() {
this.input.destroy();
}
var i = this.children.length;
while (i--)
{
this.removeChild(this.children[i]);
}
this.alive = false;
this.exists = false;
this.visible = false;
this.filters = null;
this.mask = null;
this.game = null;
}
@ -1170,7 +1210,7 @@ Object.defineProperty(Phaser.Image.prototype, "fixedToCamera", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
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@ -1350,7 +1386,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldY", {
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@ -166,6 +166,10 @@
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@ -254,6 +258,38 @@
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@ -945,9 +981,9 @@ Phaser.InputHandler.prototype = {
/**
* Is this sprite being dragged by the mouse or not?
* @method Phaser.InputHandler#pointerTimeOut
* @method Phaser.InputHandler#pointerDragged
* @param {Phaser.Pointer} pointer
* @return {number}
* @return {boolean} True if the pointer is dragging an object, otherwise false.
*/
pointerDragged: function (pointer) {
@ -961,7 +997,7 @@ Phaser.InputHandler.prototype = {
* Checks if the given pointer is over this Sprite and can click it.
* @method Phaser.InputHandler#checkPointerDown
* @param {Phaser.Pointer} pointer
* @return {boolean}
* @return {boolean} True if the pointer is down, otherwise false.
*/
checkPointerDown: function (pointer) {
@ -1083,7 +1119,7 @@ Phaser.InputHandler.prototype = {
return;
}
if (this.enabled === false || this.sprite.visible === false || (this.sprite.group && this.sprite.group.visible === false))
if (!this.enabled || !this.sprite.visible || !this.sprite.parent.visible)
{
this._pointerOutHandler(pointer);
return false;
@ -1758,7 +1794,7 @@ Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;
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<h1 class="page-title">Source: physics/InversePointProxy.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.
*
* @class Phaser.Physics.InversePointProxy
* @classdesc InversePointProxy
* @constructor
* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
* @param {any} destination - The object to bind to.
*/
Phaser.Physics.InversePointProxy = function (game, destination) {
this.game = game;
this.destination = destination;
};
Phaser.Physics.InversePointProxy.prototype.constructor = Phaser.Physics.InversePointProxy;
/**
* @name Phaser.Physics.InversePointProxy#x
* @property {number} x - The x property of this InversePointProxy.
*/
Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "x", {
get: function () {
return this.destination[0];
},
set: function (value) {
this.destination[0] = this.game.math.px2p(-value);
}
});
/**
* @name Phaser.Physics.InversePointProxy#y
* @property {number} y - The y property of this InversePointProxy.
*/
Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "y", {
get: function () {
return this.destination[1];
},
set: function (value) {
this.destination[1] = this.game.math.px2p(-value);
}
});
</pre>
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@ -166,6 +166,10 @@
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@ -254,6 +258,38 @@
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@ -647,7 +683,7 @@ Phaser.Key.prototype.constructor = Phaser.Key;
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@ -166,6 +166,10 @@
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@ -254,6 +258,38 @@
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@ -971,7 +1007,7 @@ Phaser.Keyboard.NUM_LOCK = 144;
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View file

@ -166,6 +166,10 @@
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@ -254,6 +258,38 @@
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@ -641,7 +677,7 @@ Object.defineProperty(Phaser.Line.prototype, "perpSlope", {
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
* Adapted from code by Keith Hair
*
* @method Phaser.Line.intersects
* @method Phaser.Line.intersectsPoints
* @param {Phaser.Point} a - The start of the first Line to be checked.
* @param {Phaser.Point} b - The end of the first line to be checked.
* @param {Phaser.Point} e - The start of the second Line to be checked.
@ -738,7 +774,7 @@ Phaser.Line.intersects = function (a, b, asSegment, result) {
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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@ -254,6 +258,38 @@
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@ -630,7 +666,7 @@ Phaser.LinkedList.prototype.constructor = Phaser.LinkedList;
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@ -166,6 +166,10 @@
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</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
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<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
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<a href="Phaser.Physics.Spring.html">Spring</a>
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@ -1849,7 +1885,7 @@ Phaser.Loader.prototype.constructor = Phaser.Loader;
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@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
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<a href="Phaser.Physics.Spring.html">Spring</a>
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<a href="Phaser.Physics.World.html">World</a>
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@ -558,7 +594,7 @@ Phaser.LoaderParser = {
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@ -166,6 +166,10 @@
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</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
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@ -644,7 +680,7 @@ Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;
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<h1 class="page-title">Source: physics/Material.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* \o/ ~ "Because I'm a Material girl"
*
* @class Phaser.Physics.Material
* @classdesc Physics Material Constructor
* @constructor
*/
Phaser.Physics.Material = function (name) {
/**
* @property {string} name - The user defined name given to this Material.
* @default
*/
this.name = name;
p2.Material.call(this);
}
Phaser.Physics.Material.prototype = Object.create(p2.Material.prototype);
Phaser.Physics.Material.prototype.constructor = Phaser.Physics.Material;
</pre>
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@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
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</li>
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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@ -487,7 +523,7 @@ Phaser.Math = {
/**
* a is fuzzyLessThan b if it is less than b + &epsilon;.
* @method Phaser.Math#fuzzyEqual
* @method Phaser.Math#fuzzyLessThan
* @param {number} a
* @param {number} b
* @param {number} epsilon
@ -1265,7 +1301,6 @@ Phaser.Math = {
* @param {number} angle - The angle value to check. Must be between -180 and +180.
* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
* @param {number} max - The maximum angle that is allowed (must be 180 or less).
*
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
*/
angleLimit: function (angle, min, max) {
@ -1754,7 +1789,9 @@ Phaser.Math = {
* @return {number} The scaled value.
*/
p2px: function (v) {
return v *= -20;
return v *= 20;
},
/**
@ -1765,7 +1802,35 @@ Phaser.Math = {
* @return {number} The scaled value.
*/
px2p: function (v) {
return v * 0.05;
},
/**
* Convert p2 physics value (meters) to pixel scale and inverses it.
*
* @method Phaser.Math#p2pxi
* @param {number} v - The value to convert.
* @return {number} The scaled value.
*/
p2pxi: function (v) {
return v *= -20;
},
/**
* Convert pixel value to p2 physics scale (meters) and inverses it.
*
* @method Phaser.Math#px2pi
* @param {number} v - The value to convert.
* @return {number} The scaled value.
*/
px2pi: function (v) {
return v * -0.05;
},
/**
@ -1826,7 +1891,7 @@ Phaser.Math = {
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@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
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@ -254,6 +258,38 @@
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@ -805,7 +841,7 @@ Phaser.Mouse.prototype.constructor = Phaser.Mouse;
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<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -640,7 +676,7 @@ Phaser.Net.prototype.constructor = Phaser.Net;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -555,7 +591,7 @@ Phaser.Particles.prototype.constructor = Phaser.Particles;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2950,7 +2986,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2997,7 +3033,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1518,7 +1554,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2074,7 +2110,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<div class="description">
<p>Updates the given objects so that they use this BitmapData as their texture.</p>
<p>Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.</p>
</div>
@ -2188,6 +2224,153 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
</dd>
<dt>
<h4 class="name" id="alphaMask"><span class="type-signature"></span>alphaMask<span class="signature">(source, mask)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Draws the given image onto this BitmapData using an image as an alpha mask.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>source</code></td>
<td class="type">
<span class="param-type">HTMLImage</span>
|
<span class="param-type">string</span>
</td>
<td class="description last"><p>The Image to draw. If you give a key it will try and find the Image in the Game.Cache.</p></td>
</tr>
<tr>
<td class="name"><code>mask</code></td>
<td class="type">
<span class="param-type">HTMLImage</span>
|
<span class="param-type">string</span>
</td>
<td class="description last"><p>The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-327">line 327</a>
</li></ul></dd>
</dl>
</dd>
@ -2257,6 +2440,363 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
</dd>
<dt>
<h4 class="name" id="copyPixels"><span class="type-signature"></span>copyPixels<span class="signature">(source, area, destX, destY)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Copies the pixels from the source image to this BitmapData based on the given area and destination.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>source</code></td>
<td class="type">
<span class="param-type">HTMLImage</span>
|
<span class="param-type">string</span>
</td>
<td class="description last"><p>The Image to draw. If you give a key it will try and find the Image in the Game.Cache.</p></td>
</tr>
<tr>
<td class="name"><code>area</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
</td>
<td class="description last"><p>The Rectangle region to copy from the source image.</p></td>
</tr>
<tr>
<td class="name"><code>destX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The destination x coordinate to copy the image to.</p></td>
</tr>
<tr>
<td class="name"><code>destY</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The destination y coordinate to copy the image to.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-286">line 286</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="draw"><span class="type-signature"></span>draw<span class="signature">(source, destX, destY)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>source</code></td>
<td class="type">
<span class="param-type">HTMLImage</span>
|
<span class="param-type">string</span>
</td>
<td class="description last"><p>The Image to draw. If you give a key it will try and find the Image in the Game.Cache.</p></td>
</tr>
<tr>
<td class="name"><code>destX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The destination x coordinate to draw the image to.</p></td>
</tr>
<tr>
<td class="name"><code>destY</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The destination y coordinate to draw the image to.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-307">line 307</a>
</li></ul></dd>
</dl>
</dd>
@ -2270,7 +2810,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<div class="description">
<p>Get a color of a specific pixel.</p>
<p>Get the color of a specific pixel.</p>
</div>
@ -2375,7 +2915,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-239">line 239</a>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-241">line 241</a>
</li></ul></dd>
@ -2434,7 +2974,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<div class="description">
<p>Get a color of a specific pixel (including alpha value).</p>
<p>Get the color of a specific pixel including its alpha value.</p>
</div>
@ -2539,7 +3079,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-254">line 254</a>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-257">line 257</a>
</li></ul></dd>
@ -2598,7 +3138,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<div class="description">
<p>Get pixels in array in a specific Rectangle.</p>
<p>Gets all the pixels from the region specified by the given Rectangle object.</p>
</div>
@ -2638,7 +3178,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<td class="type">
<span class="param-type">Rectangle</span>
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
@ -2648,7 +3188,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<td class="description last"><p>The specific Rectangle.</p></td>
<td class="description last"><p>The Rectangle region to get.</p></td>
</tr>
@ -2680,7 +3220,7 @@ A single BitmapData can be used as the texture one or many Images/Sprites. So if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-268">line 268</a>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-272">line 272</a>
</li></ul></dd>
@ -2838,7 +3378,7 @@ This is called automatically if the BitmapData is being used by a Sprite, otherw
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-280">line 280</a>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-357">line 357</a>
</li></ul></dd>
@ -3401,7 +3941,7 @@ This is called automatically if the BitmapData is being used by a Sprite, otherw
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -4121,6 +4157,391 @@ Used by getLine and getMultiLine</p>
</dd>
<dt>
<h4 class="name" id="render"><span class="type-signature"></span>render<span class="signature">(displayObject, position, clear)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This function will draw the display object to the texture.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>displayObject</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
</td>
<td class="description last"><p>The display object to render to this texture.</p></td>
</tr>
<tr>
<td class="name"><code>position</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>A Point object containing the position to render the display object at.</p></td>
</tr>
<tr>
<td class="name"><code>clear</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If true the texture will be cleared before the display object is drawn.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.RenderTexture.html#render">Phaser.RenderTexture#render</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-65">line 65</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="renderXY"><span class="type-signature"></span>renderXY<span class="signature">(displayObject, x, y, clear)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This function will draw the display object to the texture.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>displayObject</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
</td>
<td class="description last"><p>The display object to render to this texture.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x position to render the object at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The y position to render the object at.</p></td>
</tr>
<tr>
<td class="name"><code>clear</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If true the texture will be cleared before the display object is drawn.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.RenderTexture.html#renderXY">Phaser.RenderTexture#renderXY</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-46">line 46</a>
</li></ul></dd>
</dl>
</dd>
@ -4721,7 +5142,7 @@ If text is wider than the width specified it will be cropped off.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -890,7 +926,7 @@ For Web there is the great Littera: <a href="http://kvazars.com/littera/">http:/
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-233">line 233</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-228">line 228</a>
</li></ul></dd>
@ -998,7 +1034,7 @@ If you wish to work in radians instead of degrees use the property Sprite.rotati
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-277">line 277</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-272">line 272</a>
</li></ul></dd>
@ -1415,7 +1451,7 @@ So if this BitmapText was in a Group that has x: 200, then this will be added to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-403">line 403</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-398">line 398</a>
</li></ul></dd>
@ -1517,7 +1553,7 @@ So if this BitmapText was in a Group that has x: 200, then this will be added to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-296">line 296</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-291">line 291</a>
</li></ul></dd>
@ -1619,7 +1655,7 @@ So if this BitmapText was in a Group that has x: 200, then this will be added to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-319">line 319</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd>
@ -1933,7 +1969,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-367">line 367</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-362">line 362</a>
</li></ul></dd>
@ -2243,7 +2279,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-344">line 344</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-339">line 339</a>
</li></ul></dd>
@ -2345,7 +2381,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-255">line 255</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-250">line 250</a>
</li></ul></dd>
@ -2580,6 +2616,10 @@ activated for this object and it will then start to process click/touch events a
<dd>
<div class="description">
<p>Destroy this BitmapText instance. This will remove any filters and un-parent any children.</p>
</div>
@ -2610,7 +2650,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-202">line 202</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-201">line 201</a>
</li></ul></dd>
@ -2679,7 +2719,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-187">line 187</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-186">line 186</a>
</li></ul></dd>
@ -2868,7 +2908,7 @@ activated for this object and it will then start to process click/touch events a
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1073,7 +1109,7 @@ If you wish to work in radians instead of degrees use the property Image.rotatio
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-449">line 449</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-453">line 453</a>
</li></ul></dd>
@ -1407,7 +1443,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-477">line 477</a>
</li></ul></dd>
@ -1518,7 +1554,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-494">line 494</a>
</li></ul></dd>
@ -1629,7 +1665,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-511">line 511</a>
</li></ul></dd>
@ -1959,7 +1995,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-667">line 667</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-671">line 671</a>
</li></ul></dd>
@ -2175,7 +2211,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-558">line 558</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-562">line 562</a>
</li></ul></dd>
@ -2282,7 +2318,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-587">line 587</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-591">line 591</a>
</li></ul></dd>
@ -2602,7 +2638,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-541">line 541</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-545">line 545</a>
</li></ul></dd>
@ -2824,7 +2860,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-631">line 631</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-635">line 635</a>
</li></ul></dd>
@ -2935,7 +2971,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-528">line 528</a>
</li></ul></dd>
@ -4501,7 +4537,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-616">line 616</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-620">line 620</a>
</li></ul></dd>
@ -4781,7 +4817,7 @@ bought to the top of that Group, not the entire display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-423">line 423</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-427">line 427</a>
</li></ul></dd>
@ -5359,7 +5395,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt>
<h4 class="name" id="onInputOverHandler"><span class="type-signature">&lt;protected> </span>onInputOverHandler<span class="signature">(sprite, pointer)</span><span class="type-signature"></span></h4>
<h4 class="name" id="onInputDownHandler"><span class="type-signature">&lt;protected> </span>onInputDownHandler<span class="signature">(sprite, pointer)</span><span class="type-signature"></span></h4>
</dt>
@ -5472,7 +5508,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-450">line 450</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-502">line 502</a>
</li></ul></dd>
@ -5500,7 +5536,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt>
<h4 class="name" id="onInputOverHandler"><span class="type-signature">&lt;protected> </span>onInputOverHandler<span class="signature">(sprite, pointer)</span><span class="type-signature"></span></h4>
<h4 class="name" id="onInputOutHandler"><span class="type-signature">&lt;protected> </span>onInputOutHandler<span class="signature">(sprite, pointer)</span><span class="type-signature"></span></h4>
</dt>
@ -5754,7 +5790,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-502">line 502</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-450">line 450</a>
</li></ul></dd>
@ -5782,7 +5818,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt>
<h4 class="name" id="onInputOverHandler"><span class="type-signature">&lt;protected> </span>onInputOverHandler<span class="signature">(sprite, pointer)</span><span class="type-signature"></span></h4>
<h4 class="name" id="onInputUpHandler"><span class="type-signature">&lt;protected> </span>onInputUpHandler<span class="signature">(sprite, pointer)</span><span class="type-signature"></span></h4>
</dt>
@ -6189,7 +6225,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-400">line 400</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-404">line 404</a>
</li></ul></dd>
@ -7802,7 +7838,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -8959,7 +8995,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -3536,7 +3572,7 @@ without having to use game.camera.x and game.camera.y.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2662,7 +2698,7 @@ patchy on earlier browsers, especially on mobile.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -4340,7 +4376,7 @@ This method checks the radius distances between the two Circle objects to see if
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -3649,7 +3685,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -6075,7 +6111,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -719,7 +755,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1001,7 +1037,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -611,7 +647,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2756,7 +2792,7 @@ If set to true it will reset all of the Ellipse objects properties to 0. An Elli
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -625,7 +661,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1910,7 +1946,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -3139,7 +3175,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1933,7 +1969,7 @@ The frames are returned in the output array, or if none is provided in a new Arr
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -959,7 +995,7 @@ providing quick access to common functions and handling the boot process.
<td class="description last"><p>Reference to the GameObject Factory.</p></td>
<td class="description last"><p>Reference to the Phaser.GameObjectFactory.</p></td>
</tr>
@ -1198,7 +1234,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-129">line 129</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-134">line 134</a>
</li></ul></dd>
@ -1300,7 +1336,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-201">line 201</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-206">line 206</a>
</li></ul></dd>
@ -1402,7 +1438,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-206">line 206</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-211">line 211</a>
</li></ul></dd>
@ -1606,7 +1642,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-211">line 211</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-216">line 216</a>
</li></ul></dd>
@ -1708,7 +1744,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-216">line 216</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-221">line 221</a>
</li></ul></dd>
@ -1810,7 +1846,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-196">line 196</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-201">line 201</a>
</li></ul></dd>
@ -2122,7 +2158,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-135">line 135</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-140">line 140</a>
</li></ul></dd>
@ -2437,7 +2473,109 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-141">line 141</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-146">line 146</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="make"><span class="type-signature"></span>make<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>make</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.GameObjectCreator.html">Phaser.GameObjectCreator</a></span>
</td>
<td class="description last"><p>Reference to the GameObject Creator.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-128">line 128</a>
</li></ul></dd>
@ -2539,7 +2677,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-146">line 146</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-151">line 151</a>
</li></ul></dd>
@ -2641,7 +2779,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-151">line 151</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-156">line 156</a>
</li></ul></dd>
@ -2845,7 +2983,7 @@ providing quick access to common functions and handling the boot process.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-221">line 221</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-226">line 226</a>
</li></ul></dd>
@ -2952,7 +3090,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-709">line 709</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-710">line 710</a>
</li></ul></dd>
@ -3057,7 +3195,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-235">line 235</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-240">line 240</a>
</li></ul></dd>
@ -3120,7 +3258,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<td class="type">
<span class="param-type">Phaser.Physics.World</span>
<span class="param-type"><a href="Phaser.Physics.World.html">Phaser.Physics.World</a></span>
@ -3159,7 +3297,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-186">line 186</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-191">line 191</a>
</li></ul></dd>
@ -3669,7 +3807,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-191">line 191</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-196">line 196</a>
</li></ul></dd>
@ -3771,7 +3909,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-156">line 156</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-161">line 161</a>
</li></ul></dd>
@ -3873,7 +4011,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-161">line 161</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-166">line 166</a>
</li></ul></dd>
@ -3975,7 +4113,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-166">line 166</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-171">line 171</a>
</li></ul></dd>
@ -4182,7 +4320,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-242">line 242</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-247">line 247</a>
</li></ul></dd>
@ -4287,7 +4425,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-228">line 228</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-233">line 233</a>
</li></ul></dd>
@ -4389,7 +4527,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-171">line 171</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-176">line 176</a>
</li></ul></dd>
@ -4596,7 +4734,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-176">line 176</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-181">line 181</a>
</li></ul></dd>
@ -4803,7 +4941,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-181">line 181</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-186">line 186</a>
</li></ul></dd>
@ -4868,7 +5006,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-405">line 405</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-410">line 410</a>
</li></ul></dd>
@ -4937,7 +5075,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-680">line 680</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-681">line 681</a>
</li></ul></dd>
@ -5006,7 +5144,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-655">line 655</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-656">line 656</a>
</li></ul></dd>
@ -5076,7 +5214,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-641">line 641</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-642">line 642</a>
</li></ul></dd>
@ -5145,7 +5283,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-573">line 573</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-574">line 574</a>
</li></ul></dd>
@ -5214,7 +5352,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-307">line 307</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-312">line 312</a>
</li></ul></dd>
@ -5283,7 +5421,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-364">line 364</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-369">line 369</a>
</li></ul></dd>
@ -5352,7 +5490,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-521">line 521</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-535">line 535</a>
</li></ul></dd>
@ -5421,7 +5559,7 @@ Calling step will advance the game loop by one frame. This is extremely useful t
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-475">line 475</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-489">line 489</a>
</li></ul></dd>
@ -5491,7 +5629,7 @@ This is extremely useful to hard to track down errors! Use the internal stepCoun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-667">line 667</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-668">line 668</a>
</li></ul></dd>
@ -5609,7 +5747,7 @@ This is extremely useful to hard to track down errors! Use the internal stepCoun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-587">line 587</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-588">line 588</a>
</li></ul></dd>
@ -5660,7 +5798,7 @@ This is extremely useful to hard to track down errors! Use the internal stepCoun
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

File diff suppressed because it is too large Load diff

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -3356,7 +3392,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt>
<h4 class="name" id="group"><span class="type-signature"></span>group<span class="signature">(parent, <span class="optional">name</span>, <span class="optional">addToStage</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Group.html">Phaser.Group</a>}</span></h4>
<h4 class="name" id="group"><span class="type-signature"></span>group<span class="signature">(<span class="optional">parent</span>, <span class="optional">name</span>, <span class="optional">addToStage</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Group.html">Phaser.Group</a>}</span></h4>
</dt>
@ -3417,6 +3453,8 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<td class="attributes">
&lt;optional><br>
@ -3430,7 +3468,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</td>
<td class="description last"><p>The parent Group or DisplayObjectContainer that will hold this group, if any.</p></td>
<td class="description last"><p>The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.</p></td>
</tr>
@ -5865,7 +5903,7 @@ It can still rotate, scale, crop and receive input events. This makes it perfect
<div class="param-desc">
<p>Description.</p>
<p>The newly created Phaser.Tween object.</p>
</div>
@ -5914,7 +5952,7 @@ It can still rotate, scale, crop and receive input events. This makes it perfect
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2420,148 +2456,6 @@ onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCal
</dd>
<dt>
<h4 class="name" id="addCallbacks"><span class="type-signature"></span>addCallbacks<span class="signature">(context, callbacks)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Add callbacks to the this Gamepad to handle connect/disconnect/button down/button up/axis change/float value buttons</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>context</code></td>
<td class="type">
<span class="param-type">Object</span>
</td>
<td class="description last"><p>The context under which the callbacks are run.</p></td>
</tr>
<tr>
<td class="name"><code>callbacks</code></td>
<td class="type">
<span class="param-type">Object</span>
</td>
<td class="description last"><p>Object that takes six different callbak methods:
onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="SinglePad.js.html">input/SinglePad.js</a>, <a href="SinglePad.js.html#sunlight-1-line-118">line 118</a>
</li></ul></dd>
</dl>
</dd>
@ -3400,7 +3294,7 @@ This MUST be called manually before Phaser will start polling the Gamepad API.</
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2578,7 +2614,7 @@ If the button is up it holds the duration of the previous down session.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1486,6 +1522,145 @@ So if this Graphics was in a Group that has x: 200, then this will be added to t
<dl>
<dt>
<h4 class="name" id="destroy"><span class="type-signature"></span>destroy<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroy this Graphics instance.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Graphics.js.html">gameobjects/Graphics.js</a>, <a href="Graphics.js.html#sunlight-1-line-137">line 137</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="drawPolygon"><span class="type-signature"></span>drawPolygon<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>/*
Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Graphics.js.html">gameobjects/Graphics.js</a>, <a href="Graphics.js.html#sunlight-1-line-158">line 158</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="postUpdate"><span class="type-signature"></span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
@ -1717,7 +1892,7 @@ So if this Graphics was in a Group that has x: 200, then this will be added to t
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -561,6 +597,9 @@
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type">null</span>
@ -582,7 +621,7 @@
</td>
<td class="description last"><p>The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined or null it will use game.world.</p></td>
<td class="description last"><p>The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined it will use game.world. If null it won't be added to anything.</p></td>
</tr>
@ -778,7 +817,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-133">line 133</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-131">line 131</a>
</li></ul></dd>
@ -838,7 +877,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-121">line 121</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-119">line 119</a>
</li></ul></dd>
@ -898,7 +937,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-127">line 127</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-125">line 125</a>
</li></ul></dd>
@ -958,7 +997,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-139">line 139</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-137">line 137</a>
</li></ul></dd>
@ -1018,7 +1057,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-145">line 145</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-143">line 143</a>
</li></ul></dd>
@ -1123,7 +1162,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-62">line 62</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-60">line 60</a>
</li></ul></dd>
@ -1225,7 +1264,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1262">line 1262</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1260">line 1260</a>
</li></ul></dd>
@ -1332,7 +1371,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1203">line 1203</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1201">line 1201</a>
</li></ul></dd>
@ -1434,7 +1473,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-95">line 95</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-93">line 93</a>
</li></ul></dd>
@ -1541,7 +1580,7 @@ The cursor is set to the first child added to the Group and doesn't change unles
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-88">line 88</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-86">line 86</a>
</li></ul></dd>
@ -1646,7 +1685,7 @@ The cursor is set to the first child added to the Group and doesn't change unles
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-68">line 68</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-66">line 66</a>
</li></ul></dd>
@ -1754,7 +1793,7 @@ So if this Group was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1221">line 1221</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1219">line 1219</a>
</li></ul></dd>
@ -1856,7 +1895,7 @@ So if this Group was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-22">line 22</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-24">line 24</a>
</li></ul></dd>
@ -1958,7 +1997,7 @@ So if this Group was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1188">line 1188</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1186">line 1186</a>
</li></ul></dd>
@ -2060,7 +2099,7 @@ So if this Group was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-32">line 32</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-34">line 34</a>
</li></ul></dd>
@ -2167,7 +2206,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1258">line 1258</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1256">line 1256</a>
</li></ul></dd>
@ -2269,7 +2308,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-77">line 77</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-75">line 75</a>
</li></ul></dd>
@ -2371,7 +2410,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1173">line 1173</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1171">line 1171</a>
</li></ul></dd>
@ -2473,7 +2512,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-56">line 56</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-54">line 54</a>
</li></ul></dd>
@ -2575,7 +2614,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1260">line 1260</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1258">line 1258</a>
</li></ul></dd>
@ -2682,7 +2721,7 @@ This will have no impact on the x/y coordinates of its children, but it will upd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1254">line 1254</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1252">line 1252</a>
</li></ul></dd>
@ -2789,7 +2828,7 @@ This will have no impact on the x/y coordinates of its children, but it will upd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1256">line 1256</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1254">line 1254</a>
</li></ul></dd>
@ -2905,7 +2944,7 @@ that then see the addAt method.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-147">line 147</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd>
@ -3125,7 +3164,7 @@ Group.addAll('x', 10) will add 10 to the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-524">line 524</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-522">line 522</a>
</li></ul></dd>
@ -3267,7 +3306,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-179">line 179</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-177">line 177</a>
</li></ul></dd>
@ -3408,7 +3447,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-344">line 344</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-342">line 342</a>
</li></ul></dd>
@ -3642,7 +3681,7 @@ After the method parameter and context you can add as many extra parameters as y
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-664">line 664</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-662">line 662</a>
</li></ul></dd>
@ -3835,7 +3874,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-588">line 588</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-586">line 586</a>
</li></ul></dd>
@ -3999,7 +4038,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-611">line 611</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-609">line 609</a>
</li></ul></dd>
@ -4068,7 +4107,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1006">line 1006</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1004">line 1004</a>
</li></ul></dd>
@ -4160,7 +4199,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-994">line 994</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-992">line 992</a>
</li></ul></dd>
@ -4467,7 +4506,7 @@ Useful if you don't need to create the Sprite instances before-hand.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-222">line 222</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-220">line 220</a>
</li></ul></dd>
@ -4740,7 +4779,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-260">line 260</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-258">line 258</a>
</li></ul></dd>
@ -4878,7 +4917,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1134">line 1134</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1132">line 1132</a>
</li></ul></dd>
@ -5066,7 +5105,7 @@ Group.divideAll('x', 2) will half the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-572">line 572</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-570">line 570</a>
</li></ul></dd>
@ -5233,7 +5272,7 @@ Note: Currently this will skip any children which are Groups themselves.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-787">line 787</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-785">line 785</a>
</li></ul></dd>
@ -5376,150 +5415,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-819">line 819</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="forEachAlive"><span class="type-signature"></span>forEachAlive<span class="signature">(callback, callbackContext)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run.
You can add as many parameters as you like, which will all be passed to the callback along with the child.
For example: Group.forEachAlive(causeDamage, this, 500)</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>callback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="description last"><p>The function that will be called. Each child of the Group will be passed to it as its first parameter.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">Object</span>
</td>
<td class="description last"><p>The context in which the function should be called (usually 'this').</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-837">line 837</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-835">line 835</a>
</li></ul></dd>
@ -5662,7 +5558,150 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-855">line 855</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-853">line 853</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="forEachExists"><span class="type-signature"></span>forEachExists<span class="signature">(callback, callbackContext)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Allows you to call your own function on each member of this Group where child.exists=true. You must pass the callback and context in which it will run.
You can add as many parameters as you like, which will all be passed to the callback along with the child.
For example: Group.forEachExists(causeDamage, this, 500)</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>callback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="description last"><p>The function that will be called. Each child of the Group will be passed to it as its first parameter.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">Object</span>
</td>
<td class="description last"><p>The context in which the function should be called (usually 'this').</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-817">line 817</a>
</li></ul></dd>
@ -5780,7 +5819,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-209">line 209</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-207">line 207</a>
</li></ul></dd>
@ -5873,7 +5912,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-968">line 968</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-966">line 966</a>
</li></ul></dd>
@ -5966,7 +6005,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-981">line 981</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-979">line 979</a>
</li></ul></dd>
@ -6107,7 +6146,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-950">line 950</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-948">line 948</a>
</li></ul></dd>
@ -6248,7 +6287,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-363">line 363</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-361">line 361</a>
</li></ul></dd>
@ -6412,7 +6451,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1018">line 1018</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1016">line 1016</a>
</li></ul></dd>
@ -6717,7 +6756,7 @@ You can add as many callback parameters as you like, which will all be passed to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-893">line 893</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-891">line 891</a>
</li></ul></dd>
@ -6928,7 +6967,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-556">line 556</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-554">line 554</a>
</li></ul></dd>
@ -6997,7 +7036,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-282">line 282</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd>
@ -7066,7 +7105,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-764">line 764</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-762">line 762</a>
</li></ul></dd>
@ -7135,7 +7174,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-724">line 724</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-722">line 722</a>
</li></ul></dd>
@ -7204,7 +7243,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-306">line 306</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-304">line 304</a>
</li></ul></dd>
@ -7322,7 +7361,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1040">line 1040</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1038">line 1038</a>
</li></ul></dd>
@ -7415,7 +7454,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1070">line 1070</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1068">line 1068</a>
</li></ul></dd>
@ -7556,7 +7595,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1098">line 1098</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1096">line 1096</a>
</li></ul></dd>
@ -7697,7 +7736,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-376">line 376</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-374">line 374</a>
</li></ul></dd>
@ -8019,7 +8058,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-468">line 468</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-466">line 466</a>
</li></ul></dd>
@ -8306,7 +8345,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-494">line 494</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-492">line 492</a>
</li></ul></dd>
@ -8549,7 +8588,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-408">line 408</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-406">line 406</a>
</li></ul></dd>
@ -8727,7 +8766,7 @@ For example to depth sort Sprites for Zelda-style game you might call <code>grou
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-873">line 873</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-871">line 871</a>
</li></ul></dd>
@ -8915,7 +8954,7 @@ Group.subAll('x', 10) will minus 10 from the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-540">line 540</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-538">line 538</a>
</li></ul></dd>
@ -9057,7 +9096,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-330">line 330</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-328">line 328</a>
</li></ul></dd>
@ -9126,7 +9165,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-748">line 748</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-746">line 746</a>
</li></ul></dd>
@ -9177,7 +9216,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -795,7 +831,7 @@ If you wish to work in radians instead of degrees use the property Image.rotatio
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-449">line 449</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-453">line 453</a>
</li></ul></dd>
@ -1114,7 +1150,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-477">line 477</a>
</li></ul></dd>
@ -1220,7 +1256,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-494">line 494</a>
</li></ul></dd>
@ -1326,7 +1362,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-511">line 511</a>
</li></ul></dd>
@ -1641,7 +1677,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-667">line 667</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-671">line 671</a>
</li></ul></dd>
@ -1743,7 +1779,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-558">line 558</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-562">line 562</a>
</li></ul></dd>
@ -1845,7 +1881,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-587">line 587</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-591">line 591</a>
</li></ul></dd>
@ -2053,7 +2089,7 @@ So if this Image was in a Group that has x: 200, then this will be added to the
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-541">line 541</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-545">line 545</a>
</li></ul></dd>
@ -2265,7 +2301,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-631">line 631</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-635">line 635</a>
</li></ul></dd>
@ -2371,7 +2407,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-528">line 528</a>
</li></ul></dd>
@ -2686,7 +2722,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-616">line 616</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-620">line 620</a>
</li></ul></dd>
@ -2956,7 +2992,7 @@ bought to the top of that Group, not the entire display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-423">line 423</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-427">line 427</a>
</li></ul></dd>
@ -3696,7 +3732,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-400">line 400</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-404">line 404</a>
</li></ul></dd>
@ -3933,7 +3969,7 @@ It will dispatch the onRevived event, you can listen to Image.events.onRevived f
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -7689,7 +7725,7 @@ to only use if you've limited input to a single pointer (i.e. mouse or touch)</p
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -3504,6 +3540,10 @@ It compares the alpha value of the pixel and if &gt;= InputHandler.pixelPerfectA
<h5>Returns:</h5>
<div class="param-desc">
<p>True if the pointer is down, otherwise false.</p>
</div>
<dl>
@ -5584,6 +5624,147 @@ For example 16x16 as the snapX and snapY would make the sprite snap to every 16
</dd>
<dt>
<h4 class="name" id="pointerDragged"><span class="type-signature"></span>pointerDragged<span class="signature">(pointer)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Is this sprite being dragged by the mouse or not?</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>pointer</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="InputHandler.js.html">input/InputHandler.js</a>, <a href="InputHandler.js.html#sunlight-1-line-491">line 491</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>True if the pointer is dragging an object, otherwise false.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">boolean</span>
</dd>
</dl>
</dd>
@ -6143,143 +6324,6 @@ For example 16x16 as the snapX and snapY would make the sprite snap to every 16
<h5>Returns:</h5>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="pointerTimeOut"><span class="type-signature"></span>pointerTimeOut<span class="signature">(pointer)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Is this sprite being dragged by the mouse or not?</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>pointer</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="InputHandler.js.html">input/InputHandler.js</a>, <a href="InputHandler.js.html#sunlight-1-line-491">line 491</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
@ -7994,7 +8038,7 @@ This value is only set when the pointer is over this Sprite.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2568,7 +2604,7 @@ If the key is up it holds the duration of the previous down session.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -2995,7 +3031,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1382,7 +1418,279 @@
<dl>
<dt>
<h4 class="name" id="intersects"><span class="type-signature">&lt;static> </span>intersects<span class="signature">(a, b, e, f, <span class="optional">asSegment</span>, <span class="optional">result</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Point.html">Phaser.Point</a>}</span></h4>
<h4 class="name" id="intersects"><span class="type-signature">&lt;static> </span>intersects<span class="signature">(a, b, <span class="optional">asSegment</span>, <span class="optional">result</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Point.html">Phaser.Point</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks for intersection between two lines.
If asSegment is true it will check for segment intersection.
If asSegment is false it will check for line intersection.
Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
Adapted from code by Keith Hair</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>a</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Line.html">Phaser.Line</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The first Line to be checked.</p></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Line.html">Phaser.Line</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The second Line to be checked.</p></td>
</tr>
<tr>
<td class="name"><code>asSegment</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>If true it will check for segment intersection, otherwise full line intersection.</p></td>
</tr>
<tr>
<td class="name"><code>result</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>A Point object to store the result in, if not given a new one will be created.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Line.js.html">geom/Line.js</a>, <a href="Line.js.html#sunlight-1-line-246">line 246</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The intersection segment of the two lines as a Point, or null if there is no intersection.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="intersectsPoints"><span class="type-signature">&lt;static> </span>intersectsPoints<span class="signature">(a, b, e, f, <span class="optional">asSegment</span>, <span class="optional">result</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Point.html">Phaser.Point</a>}</span></h4>
</dt>
@ -1693,278 +2001,6 @@ Adapted from code by Keith Hair</p>
<h5>Returns:</h5>
<div class="param-desc">
<p>The intersection segment of the two lines as a Point, or null if there is no intersection.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="intersects"><span class="type-signature">&lt;static> </span>intersects<span class="signature">(a, b, <span class="optional">asSegment</span>, <span class="optional">result</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Point.html">Phaser.Point</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks for intersection between two lines.
If asSegment is true it will check for segment intersection.
If asSegment is false it will check for line intersection.
Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
Adapted from code by Keith Hair</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>a</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Line.html">Phaser.Line</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The first Line to be checked.</p></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Line.html">Phaser.Line</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The second Line to be checked.</p></td>
</tr>
<tr>
<td class="name"><code>asSegment</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>If true it will check for segment intersection, otherwise full line intersection.</p></td>
</tr>
<tr>
<td class="name"><code>result</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>A Point object to store the result in, if not given a new one will be created.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Line.js.html">geom/Line.js</a>, <a href="Line.js.html#sunlight-1-line-246">line 246</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
@ -3091,7 +3127,7 @@ Returns the intersection segment of AB and EF as a Point, or null if there is no
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1487,7 +1523,7 @@ The function must exist on the member.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -7607,7 +7643,7 @@ This allows you to easily make loading bars for games.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -742,7 +778,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1437,7 +1473,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Feb 21 2014 15:36:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -166,6 +166,10 @@
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
@ -254,6 +258,38 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@ -1309,7 +1345,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-933">line 933</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-932">line 932</a>
</li></ul></dd>
@ -1469,7 +1505,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-860">line 860</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-859">line 859</a>
</li></ul></dd>
@ -1698,7 +1734,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-943">line 943</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-942">line 942</a>
</li></ul></dd>
@ -1858,7 +1894,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-881">line 881</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-880">line 880</a>
</li></ul></dd>
@ -1995,7 +2031,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1020">line 1020</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1019">line 1019</a>
</li></ul></dd>
@ -2507,7 +2543,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1163">line 1163</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1162">line 1162</a>
</li></ul></dd>
@ -2667,7 +2703,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1179">line 1179</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1178">line 1178</a>
</li></ul></dd>
@ -2755,7 +2791,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1316">line 1316</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1345">line 1345</a>
</li></ul></dd>
@ -2911,7 +2947,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-961">line 961</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-960">line 960</a>
</li></ul></dd>
@ -3117,7 +3153,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1109">line 1109</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1108">line 1108</a>
</li></ul></dd>
@ -3418,7 +3454,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1128">line 1128</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1127">line 1127</a>
</li></ul></dd>
@ -3628,7 +3664,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1147">line 1147</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1146">line 1146</a>
</li></ul></dd>
@ -3769,7 +3805,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1005">line 1005</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1004">line 1004</a>
</li></ul></dd>
@ -4341,193 +4377,6 @@ Clamp value to range &lt;a, b&gt;</p>
</dd>
<dt>
<h4 class="name" id="fuzzyEqual"><span class="type-signature"></span>fuzzyEqual<span class="signature">(a, b, epsilon)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>a is fuzzyLessThan b if it is less than b + &epsilon;.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>a</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"></td>
</tr>
<tr>
<td class="name"><code>epsilon</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>True if a&lt;b+&epsilon;</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">boolean</span>
</dd>
</dl>
</dd>
@ -4875,6 +4724,193 @@ Clamp value to range &lt;a, b&gt;</p>
</dd>
<dt>
<h4 class="name" id="fuzzyLessThan"><span class="type-signature"></span>fuzzyLessThan<span class="signature">(a, b, epsilon)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>a is fuzzyLessThan b if it is less than b + &epsilon;.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>a</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"></td>
</tr>
<tr>
<td class="name"><code>epsilon</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>True if a&lt;b+&epsilon;</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">boolean</span>
</dd>
</dl>
</dd>
@ -5017,7 +5053,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-971">line 971</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-970">line 970</a>
</li></ul></dd>
@ -5898,7 +5934,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-921">line 921</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-920">line 920</a>
</li></ul></dd>
@ -6058,7 +6094,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-833">line 833</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-832">line 832</a>
</li></ul></dd>
@ -6310,7 +6346,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1208">line 1208</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1207">line 1207</a>
</li></ul></dd>
@ -8051,7 +8087,148 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1294">line 1294</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1293">line 1293</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The scaled value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="p2pxi"><span class="type-signature"></span>p2pxi<span class="signature">(v)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Convert p2 physics value (meters) to pixel scale and inverses it.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>v</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to convert.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1319">line 1319</a>
</li></ul></dd>
@ -8261,7 +8438,148 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1305">line 1305</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1306">line 1306</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The scaled value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="px2pi"><span class="type-signature"></span>px2pi<span class="signature">(v)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Convert pixel value to p2 physics scale (meters) and inverses it.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>v</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to convert.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1332">line 1332</a>
</li></ul></dd>
@ -8353,7 +8671,7 @@ It will find the lowest matching property value from the given objects.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1334">line 1334</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1363">line 1363</a>
</li></ul></dd>
@ -9067,7 +9385,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1072">line 1072</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1071">line 1071</a>
</li></ul></dd>
@ -9208,7 +9526,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1089">line 1089</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1088">line 1088</a>
</li></ul></dd>
@ -9350,7 +9668,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1280">line 1280</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1279">line 1279</a>
</li></ul></dd>
@ -9560,7 +9878,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1032">line 1032</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1031">line 1031</a>
</li></ul></dd>
@ -9747,7 +10065,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1253">line 1253</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1252">line 1252</a>
</li></ul></dd>
@ -9930,7 +10248,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1226">line 1226</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1225">line 1225</a>
</li></ul></dd>
@ -11065,7 +11383,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1193">line 1193</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1192">line 1192</a>
</li></ul></dd>
@ -11657,7 +11975,7 @@ Should be called whenever the angle is updated on the Sprite to stop it from goi
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Feb 19 2014 05:26:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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