Docs updates.

This commit is contained in:
photonstorm 2016-07-08 12:04:28 +01:00
parent dfd9203e0a
commit c34c7bae4e

View file

@ -147,7 +147,9 @@ Phaser.Math = {
* @return {number} n mod 1
*/
shear: function (n) {
return n % 1;
},
/**
@ -158,8 +160,8 @@ Phaser.Math = {
* @method Phaser.Math#snapTo
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
* @param {number} [start=0] - Optional starting offset for gap.
* @return {number} The snapped value.
*/
snapTo: function (input, gap, start) {
@ -185,8 +187,8 @@ Phaser.Math = {
* @method Phaser.Math#snapToFloor
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
* @param {number} [start=0] - Optional starting offset for gap.
* @return {number} The snapped value.
*/
snapToFloor: function (input, gap, start) {
@ -212,8 +214,8 @@ Phaser.Math = {
* @method Phaser.Math#snapToCeil
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
* @param {number} [start=0] - Optional starting offset for gap.
* @return {number} The snapped value.
*/
snapToCeil: function (input, gap, start) {
@ -261,9 +263,9 @@ Phaser.Math = {
*
* @method Phaser.Math#roundTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
* @param {number} [place=0] - The place to round to.
* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
* @return {number} The rounded value.
*/
roundTo: function (value, place, base) {
@ -277,11 +279,14 @@ Phaser.Math = {
},
/**
* Floors to some place comparative to a `base`, default is 10 for decimal place.
* The `place` is represented by the power applied to `base` to get that place.
*
* @method Phaser.Math#floorTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
* @param {number} [place=0] - The place to round to.
* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
* @return {number} The rounded value.
*/
floorTo: function (value, place, base) {
@ -295,11 +300,14 @@ Phaser.Math = {
},
/**
* Ceils to some place comparative to a `base`, default is 10 for decimal place.
* The `place` is represented by the power applied to `base` to get that place.
*
* @method Phaser.Math#ceilTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
* @param {number} [place=0] - The place to round to.
* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
* @return {number} The rounded value.
*/
ceilTo: function (value, place, base) {
@ -314,42 +322,51 @@ Phaser.Math = {
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
*
* @method Phaser.Math#angleBetween
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} x1 - The x coordinate of the first value.
* @param {number} y1 - The y coordinate of the first value.
* @param {number} x2 - The x coordinate of the second value.
* @param {number} y2 - The y coordinate of the second value.
* @return {number} The angle, in radians.
*/
angleBetween: function (x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
},
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
* Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels
*
* The difference between this method and Math.angleBetween is that this assumes the y coordinate travels
* down the screen.
*
* @method Phaser.Math#angleBetweenY
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} x1 - The x coordinate of the first value.
* @param {number} y1 - The y coordinate of the first value.
* @param {number} x2 - The x coordinate of the second value.
* @param {number} y2 - The y coordinate of the second value.
* @return {number} The angle, in radians.
*/
angleBetweenY: function (x1, y1, x2, y2) {
return Math.atan2(x2 - x1, y2 - y1);
},
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
*
* @method Phaser.Math#angleBetweenPoints
* @param {Phaser.Point} point1
* @param {Phaser.Point} point2
* @return {number} The angle, in radians.
* @param {Phaser.Point} point1 - The first point.
* @param {Phaser.Point} point2 - The second point.
* @return {number} The angle between the two points, in radians.
*/
angleBetweenPoints: function (point1, point2) {
return Math.atan2(point2.y - point1.y, point2.x - point1.x);
},
/**
@ -360,24 +377,28 @@ Phaser.Math = {
* @return {number} The angle, in radians.
*/
angleBetweenPointsY: function (point1, point2) {
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
},
/**
* Reverses an angle.
* @method Phaser.Math#reverseAngle
* @param {number} angleRad - The angle to reverse, in radians.
* @return {number} Returns the reverse angle, in radians.
* @return {number} The reverse angle, in radians.
*/
reverseAngle: function (angleRad) {
return this.normalizeAngle(angleRad + Math.PI, true);
},
/**
* Normalizes an angle to the [0,2pi) range.
* @method Phaser.Math#normalizeAngle
* @param {number} angleRad - The angle to normalize, in radians.
* @return {number} Returns the angle, fit within the [0,2pi] range, in radians.
* @return {number} The angle, fit within the [0,2pi] range, in radians.
*/
normalizeAngle: function (angleRad) {
@ -393,10 +414,12 @@ Phaser.Math = {
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
* @param {number} max - The maximum the value is allowed to be.
* @return {number}
* @return {number} The new value.
*/
maxAdd: function (value, amount, max) {
return Math.min(value + amount, max);
},
/**
@ -409,7 +432,9 @@ Phaser.Math = {
* @return {number} The new value.
*/
minSub: function (value, amount, min) {
return Math.max(value - amount, min);
},
/**
@ -474,8 +499,10 @@ Phaser.Math = {
* @return {boolean} True if the given number is odd. False if the given number is even.
*/
isOdd: function (n) {
// Does not work with extremely large values
return !!(n & 1);
},
/**
@ -486,8 +513,10 @@ Phaser.Math = {
* @return {boolean} True if the given number is even. False if the given number is odd.
*/
isEven: function (n) {
// Does not work with extremely large values
return !(n & 1);
},
/**
@ -724,11 +753,13 @@ Phaser.Math = {
* @method Phaser.Math#linear
* @param {number} p0
* @param {number} p1
* @param {number} t
* @param {number} t - A value between 0 and 1.
* @return {number}
*/
linear: function (p0, p1, t) {
return (p1 - p0) * t + p0;
},
/**
@ -739,7 +770,9 @@ Phaser.Math = {
* @return {number}
*/
bernstein: function (n, i) {
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
},
/**
@ -747,7 +780,7 @@ Phaser.Math = {
* @param {number} value - the number you want to evaluate
* @return {number}
*/
factorial : function( value ){
factorial: function (value) {
if (value === 0)
{
@ -786,15 +819,17 @@ Phaser.Math = {
},
/**
* The (absolute) difference between two values.
* The absolute difference between two values.
*
* @method Phaser.Math#difference
* @param {number} a
* @param {number} b
* @return {number}
* @param {number} a - The first value to check.
* @param {number} b - The second value to check.
* @return {number} The absolute difference between the two values.
*/
difference: function (a, b) {
return Math.abs(a - b);
},
/**
@ -945,7 +980,9 @@ Phaser.Math = {
* @return {number}
*/
clampBottom: function (x, a) {
return x < a ? a : x;
},
/**
@ -959,22 +996,26 @@ Phaser.Math = {
* @see {@link Phaser.Math.fuzzyEqual}
*/
within: function (a, b, tolerance) {
return (Math.abs(a - b) <= tolerance);
},
/**
* Linear mapping from range <a1, a2> to range <b1, b2>
*
* @method Phaser.Math#mapLinear
* @param {number} x the value to map
* @param {number} a1 first endpoint of the range <a1, a2>
* @param {number} a2 final endpoint of the range <a1, a2>
* @param {number} b1 first endpoint of the range <b1, b2>
* @param {number} b2 final endpoint of the range <b1, b2>
* @param {number} x - The value to map
* @param {number} a1 - First endpoint of the range <a1, a2>
* @param {number} a2 - Final endpoint of the range <a1, a2>
* @param {number} b1 - First endpoint of the range <b1, b2>
* @param {number} b2 - Final endpoint of the range <b1, b2>
* @return {number}
*/
mapLinear: function (x, a1, a2, b1, b2) {
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
},
/**
@ -1006,8 +1047,11 @@ Phaser.Math = {
* @return {float} A value between 0 and 1.
*/
smootherstep: function (x, min, max) {
x = Math.max(0, Math.min(1, (x - min) / (max - min)));
return x * x * x * (x * (x * 6 - 15) + 10);
},
/**
@ -1020,7 +1064,9 @@ Phaser.Math = {
* @return {integer} An integer in {-1, 0, 1}
*/
sign: function (x) {
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
},
/**