mirror of
https://github.com/photonstorm/phaser
synced 2025-01-11 04:38:51 +00:00
Merge branch 'master' of https://github.com/svipal/phaser
This commit is contained in:
commit
c4739dc01d
57 changed files with 490 additions and 307 deletions
|
@ -7,10 +7,14 @@
|
|||
* `Line.GetEasedPoints` is a new function that will take a Line, a quantity, and an ease function, and returns an array of points where each point has been spaced out across the length of the Line based on the ease function given.
|
||||
* `XHRSettings.withCredentials` is a new boolean property that controls the `withCredentials` setting of the XHR Request made by the Loader. It indicates whether or not cross-site Access-Control requests should be made using credentials such as cookies, authorization headers or TLS client certificates. You can set this on a per-file basis, or global in the Game Config.
|
||||
* `Config.loaderWithCredentials` is the new global setting for `XHRSettings.withCredentials`.
|
||||
* `Camera.renderToGame` is a new property used in conjunction with `renderToTexture`. It controls if the Camera should still render to the Game canvas after rendering to its own texture or not. By default, it will render to both, but you can now toggle this at run-time.
|
||||
* `Camera.setRenderToTexture` has a new optional parameter `renderToGame` which sets the `Camera.renderToGame` property, controlling if the Camera should render to both its texture and the Game canvas, or just its texture.
|
||||
|
||||
### Updates
|
||||
|
||||
* `XHRLoader` will now use the `XHRSettings.withCredentials` as set in the file or global loader config.
|
||||
* `Animation.setCurrentFrame` will no longer try to call `setOrigin` or `updateDisplayOrigin` if the Game Object doesn't have the Origin component, preventing unknown function errors.
|
||||
* `MatterTileBody` now extends `EventEmitter`, meaning you can listen to collision events from Tiles directly and it will no longer throw errors about `gameObject.emit` not working. Fix #4967 (thanks @reinildo)
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
|
@ -20,7 +24,7 @@
|
|||
|
||||
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
|
||||
|
||||
|
||||
@JasonHK
|
||||
|
||||
## Version 3.22 - Kohaku - January 15th 2020
|
||||
|
||||
|
|
|
@ -2,6 +2,11 @@
|
|||
|
||||
![Phaser Header](https://phaser.io/images/github/300/phaser-header.png "Phaser 3 Header Banner")
|
||||
|
||||
[![Discord chat](https://img.shields.io/discord/244245946873937922?style=for-the-badge)](https://discord.gg/phaser)
|
||||
[![Twitter Follow](https://img.shields.io/twitter/follow/phaser_?style=for-the-badge)](https://twitter.com/phaser_)
|
||||
![GitHub All Releases](https://img.shields.io/github/downloads/photonstorm/phaser/total?style=for-the-badge)
|
||||
![npm](https://img.shields.io/npm/dy/phaser?label=npm&style=for-the-badge)
|
||||
|
||||
Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS, Android and native apps by using 3rd party tools. You can use JavaScript or TypeScript for development.
|
||||
|
||||
Along with the fantastic open source community, Phaser is actively developed and maintained by [Photon Storm](http://www.photonstorm.com). As a result of rapid support, and a developer friendly API, Phaser is currently one of the [most starred](https://github.com/collections/javascript-game-engines) game frameworks on GitHub.
|
||||
|
|
|
@ -208,6 +208,24 @@ var Camera = new Class({
|
|||
*/
|
||||
this.renderToTexture = false;
|
||||
|
||||
/**
|
||||
* If this Camera is rendering to a texture (via `setRenderToTexture`) then you
|
||||
* have the option to control if it should also render to the Game canvas as well.
|
||||
*
|
||||
* By default, a Camera will render both to its texture and to the Game canvas.
|
||||
*
|
||||
* However, if you set ths property to `false` it will only render to the texture
|
||||
* and skip rendering to the Game canvas.
|
||||
*
|
||||
* Setting this property if the Camera isn't rendering to a texture has no effect.
|
||||
*
|
||||
* @name Phaser.Cameras.Scene2D.Camera#renderToGame
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
* @since 3.23.0
|
||||
*/
|
||||
this.renderToGame = true;
|
||||
|
||||
/**
|
||||
* If this Camera has been set to render to a texture then this holds a reference
|
||||
* to the HTML Canvas Element that the Camera is drawing to.
|
||||
|
@ -305,6 +323,9 @@ var Camera = new Class({
|
|||
* You should not enable this unless you plan on actually using the texture it creates
|
||||
* somehow, otherwise you're just doubling the work required to render your game.
|
||||
*
|
||||
* If you only require the Camera to render to a texture, and not also to the Game,
|
||||
* them set the `renderToGame` parameter to `false`.
|
||||
*
|
||||
* To temporarily disable rendering to a texture, toggle the `renderToTexture` boolean.
|
||||
*
|
||||
* If you no longer require the Camera to render to a texture, call the `clearRenderToTexture` method,
|
||||
|
@ -314,11 +335,14 @@ var Camera = new Class({
|
|||
* @since 3.13.0
|
||||
*
|
||||
* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} [pipeline] - An optional WebGL Pipeline to render with, can be either a string which is the name of the pipeline, or a pipeline reference.
|
||||
* @param {boolean} [renderToGame=true] - If you do not need the Camera to still render to the Game, set this parameter to `false`.
|
||||
*
|
||||
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
|
||||
*/
|
||||
setRenderToTexture: function (pipeline)
|
||||
setRenderToTexture: function (pipeline, renderToGame)
|
||||
{
|
||||
if (renderToGame === undefined) { renderToGame = true; }
|
||||
|
||||
var renderer = this.scene.sys.game.renderer;
|
||||
|
||||
if (renderer.gl)
|
||||
|
@ -333,6 +357,7 @@ var Camera = new Class({
|
|||
}
|
||||
|
||||
this.renderToTexture = true;
|
||||
this.renderToGame = renderToGame;
|
||||
|
||||
if (pipeline)
|
||||
{
|
||||
|
|
|
@ -155,7 +155,7 @@ var DynamicBitmapText = new Class({
|
|||
* @param {number} width - The width of the crop.
|
||||
* @param {number} height - The height of the crop.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setSize: function (width, height)
|
||||
{
|
||||
|
@ -179,7 +179,7 @@ var DynamicBitmapText = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.BitmapText.DisplayCallback} callback - The display callback to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDisplayCallback: function (callback)
|
||||
{
|
||||
|
@ -196,7 +196,7 @@ var DynamicBitmapText = new Class({
|
|||
*
|
||||
* @param {number} value - The horizontal scroll position to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setScrollX: function (value)
|
||||
{
|
||||
|
@ -213,7 +213,7 @@ var DynamicBitmapText = new Class({
|
|||
*
|
||||
* @param {number} value - The vertical scroll position to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setScrollY: function (value)
|
||||
{
|
||||
|
|
|
@ -152,7 +152,7 @@ var Bob = new Class({
|
|||
*
|
||||
* @param {(string|integer|Phaser.Textures.Frame)} [frame] - The frame to be used during rendering.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setFrame: function (frame)
|
||||
{
|
||||
|
@ -178,7 +178,7 @@ var Bob = new Class({
|
|||
* @method Phaser.GameObjects.Bob#resetFlip
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
resetFlip: function ()
|
||||
{
|
||||
|
@ -202,7 +202,7 @@ var Bob = new Class({
|
|||
* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
|
||||
* @param {(string|integer|Phaser.Textures.Frame)} [frame] - The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
reset: function (x, y, frame)
|
||||
{
|
||||
|
@ -234,7 +234,7 @@ var Bob = new Class({
|
|||
* @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.
|
||||
* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setPosition: function (x, y)
|
||||
{
|
||||
|
@ -252,7 +252,7 @@ var Bob = new Class({
|
|||
*
|
||||
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setFlipX: function (value)
|
||||
{
|
||||
|
@ -269,7 +269,7 @@ var Bob = new Class({
|
|||
*
|
||||
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setFlipY: function (value)
|
||||
{
|
||||
|
@ -287,7 +287,7 @@ var Bob = new Class({
|
|||
* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
|
||||
* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setFlip: function (x, y)
|
||||
{
|
||||
|
@ -307,7 +307,7 @@ var Bob = new Class({
|
|||
*
|
||||
* @param {boolean} value - The visible state of the Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setVisible: function (value)
|
||||
{
|
||||
|
@ -327,7 +327,7 @@ var Bob = new Class({
|
|||
*
|
||||
* @param {number} value - The alpha value used for this Bob. Between 0 and 1.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setAlpha: function (value)
|
||||
{
|
||||
|
@ -344,7 +344,7 @@ var Bob = new Class({
|
|||
*
|
||||
* @param {number} value - The tint value used for this Bob. Between 0 and 0xffffff.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Bob} This Bob Game Object.
|
||||
* @return {this} This Bob Game Object.
|
||||
*/
|
||||
setTint: function (value)
|
||||
{
|
||||
|
|
|
@ -1020,6 +1020,8 @@ var Animation = new Class({
|
|||
|
||||
gameObject.setSizeToFrame();
|
||||
|
||||
if (gameObject._originComponent)
|
||||
{
|
||||
if (animationFrame.frame.customPivot)
|
||||
{
|
||||
gameObject.setOrigin(animationFrame.frame.pivotX, animationFrame.frame.pivotY);
|
||||
|
@ -1028,6 +1030,7 @@ var Animation = new Class({
|
|||
{
|
||||
gameObject.updateDisplayOrigin();
|
||||
}
|
||||
}
|
||||
|
||||
return gameObject;
|
||||
},
|
||||
|
|
|
@ -110,7 +110,7 @@ var PathFollower = {
|
|||
* @param {Phaser.Curves.Path} path - The Path this PathFollower is following. It can only follow one Path at a time.
|
||||
* @param {(number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig)} [config] - Settings for the PathFollower.
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setPath: function (path, config)
|
||||
{
|
||||
|
@ -142,7 +142,7 @@ var PathFollower = {
|
|||
* @param {boolean} value - Whether the PathFollower should automatically rotate to point in the direction of the Path.
|
||||
* @param {number} [offset=0] - Rotation offset in degrees.
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setRotateToPath: function (value, offset)
|
||||
{
|
||||
|
@ -181,7 +181,7 @@ var PathFollower = {
|
|||
* @param {(number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig)} [config={}] - The duration of the follow, or a PathFollower config object.
|
||||
* @param {number} [startAt=0] - Optional start position of the follow, between 0 and 1.
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
startFollow: function (config, startAt)
|
||||
{
|
||||
|
@ -271,7 +271,7 @@ var PathFollower = {
|
|||
* @method Phaser.GameObjects.Components.PathFollower#pauseFollow
|
||||
* @since 3.3.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
pauseFollow: function ()
|
||||
{
|
||||
|
@ -293,7 +293,7 @@ var PathFollower = {
|
|||
* @method Phaser.GameObjects.Components.PathFollower#resumeFollow
|
||||
* @since 3.3.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
resumeFollow: function ()
|
||||
{
|
||||
|
@ -315,7 +315,7 @@ var PathFollower = {
|
|||
* @method Phaser.GameObjects.Components.PathFollower#stopFollow
|
||||
* @since 3.3.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.PathFollower} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
stopFollow: function ()
|
||||
{
|
||||
|
|
|
@ -438,7 +438,7 @@ var TransformMatrix = new Class({
|
|||
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by.
|
||||
* @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
|
||||
* @return {(this|Phaser.GameObjects.Components.TransformMatrix)} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
|
||||
*/
|
||||
multiply: function (rhs, out)
|
||||
{
|
||||
|
|
|
@ -347,7 +347,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {boolean} [value=true] - The exclusive state of this Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container.
|
||||
* @return {this} This Container.
|
||||
*/
|
||||
setExclusive: function (value)
|
||||
{
|
||||
|
@ -508,7 +508,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} child - The Game Object, or array of Game Objects, to add to the Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
add: function (child)
|
||||
{
|
||||
|
@ -530,7 +530,7 @@ var Container = new Class({
|
|||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} child - The Game Object, or array of Game Objects, to add to the Container.
|
||||
* @param {integer} [index=0] - The position to insert the Game Object/s at.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
addAt: function (child, index)
|
||||
{
|
||||
|
@ -579,7 +579,7 @@ var Container = new Class({
|
|||
* @param {string} property - The property to lexically sort by.
|
||||
* @param {function} [handler] - Provide your own custom handler function. Will receive 2 children which it should compare and return a boolean.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
sort: function (property, handler)
|
||||
{
|
||||
|
@ -721,7 +721,7 @@ var Container = new Class({
|
|||
* @param {Phaser.GameObjects.GameObject} child1 - The first Game Object to swap.
|
||||
* @param {Phaser.GameObjects.GameObject} child2 - The second Game Object to swap.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
swap: function (child1, child2)
|
||||
{
|
||||
|
@ -744,7 +744,7 @@ var Container = new Class({
|
|||
* @param {Phaser.GameObjects.GameObject} child - The Game Object to move.
|
||||
* @param {integer} index - The new position of the Game Object in this Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
moveTo: function (child, index)
|
||||
{
|
||||
|
@ -766,7 +766,7 @@ var Container = new Class({
|
|||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} child - The Game Object, or array of Game Objects, to be removed from the Container.
|
||||
* @param {boolean} [destroyChild=false] - Optionally call `destroy` on each child successfully removed from this Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
remove: function (child, destroyChild)
|
||||
{
|
||||
|
@ -799,7 +799,7 @@ var Container = new Class({
|
|||
* @param {integer} index - The index of the Game Object to be removed.
|
||||
* @param {boolean} [destroyChild=false] - Optionally call `destroy` on the Game Object if successfully removed from this Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
removeAt: function (index, destroyChild)
|
||||
{
|
||||
|
@ -825,7 +825,7 @@ var Container = new Class({
|
|||
* @param {integer} [endIndex=Container.length] - An optional end index to search up to (but not included)
|
||||
* @param {boolean} [destroyChild=false] - Optionally call `destroy` on each Game Object successfully removed from this Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
removeBetween: function (startIndex, endIndex, destroyChild)
|
||||
{
|
||||
|
@ -852,7 +852,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {boolean} [destroyChild=false] - Optionally call `destroy` on each Game Object successfully removed from this Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
removeAll: function (destroyChild)
|
||||
{
|
||||
|
@ -878,7 +878,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {Phaser.GameObjects.GameObject} child - The Game Object to bring to the top of the Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
bringToTop: function (child)
|
||||
{
|
||||
|
@ -896,7 +896,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {Phaser.GameObjects.GameObject} child - The Game Object to send to the bottom of the Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
sendToBack: function (child)
|
||||
{
|
||||
|
@ -913,7 +913,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {Phaser.GameObjects.GameObject} child - The Game Object to be moved in the Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
moveUp: function (child)
|
||||
{
|
||||
|
@ -930,7 +930,7 @@ var Container = new Class({
|
|||
*
|
||||
* @param {Phaser.GameObjects.GameObject} child - The Game Object to be moved in the Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
moveDown: function (child)
|
||||
{
|
||||
|
@ -945,7 +945,7 @@ var Container = new Class({
|
|||
* @method Phaser.GameObjects.Container#reverse
|
||||
* @since 3.4.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
reverse: function ()
|
||||
{
|
||||
|
@ -960,7 +960,7 @@ var Container = new Class({
|
|||
* @method Phaser.GameObjects.Container#shuffle
|
||||
* @since 3.4.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
shuffle: function ()
|
||||
{
|
||||
|
@ -980,7 +980,7 @@ var Container = new Class({
|
|||
* @param {Phaser.GameObjects.GameObject} newChild - The Game Object to be added to this Container.
|
||||
* @param {boolean} [destroyChild=false] - Optionally call `destroy` on the Game Object if successfully removed from this Container.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
replace: function (oldChild, newChild, destroyChild)
|
||||
{
|
||||
|
@ -1032,7 +1032,7 @@ var Container = new Class({
|
|||
* @param {integer} [startIndex=0] - An optional start index to search from.
|
||||
* @param {integer} [endIndex=Container.length] - An optional end index to search up to (but not included)
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
setAll: function (property, value, startIndex, endIndex)
|
||||
{
|
||||
|
@ -1065,7 +1065,7 @@ var Container = new Class({
|
|||
* @param {object} [context] - Value to use as `this` when executing callback.
|
||||
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
each: function (callback, context)
|
||||
{
|
||||
|
@ -1102,7 +1102,7 @@ var Container = new Class({
|
|||
* @param {object} [context] - Value to use as `this` when executing callback.
|
||||
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Container} This Container instance.
|
||||
* @return {this} This Container instance.
|
||||
*/
|
||||
iterate: function (callback, context)
|
||||
{
|
||||
|
|
|
@ -243,7 +243,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Graphics.Styles} options - The styles to set as defaults.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDefaultStyles: function (options)
|
||||
{
|
||||
|
@ -277,7 +277,7 @@ var Graphics = new Class({
|
|||
* @param {number} color - The stroke color.
|
||||
* @param {number} [alpha=1] - The stroke alpha.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
lineStyle: function (lineWidth, color, alpha)
|
||||
{
|
||||
|
@ -302,7 +302,7 @@ var Graphics = new Class({
|
|||
* @param {number} color - The fill color.
|
||||
* @param {number} [alpha=1] - The fill alpha.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillStyle: function (color, alpha)
|
||||
{
|
||||
|
@ -341,7 +341,7 @@ var Graphics = new Class({
|
|||
* @param {integer} bottomRight - The tint being applied to the bottom-right of the Game Object.
|
||||
* @param {number} [alpha=1] - The fill alpha.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillGradientStyle: function (topLeft, topRight, bottomLeft, bottomRight, alpha)
|
||||
{
|
||||
|
@ -379,7 +379,7 @@ var Graphics = new Class({
|
|||
* @param {integer} bottomRight - The tint being applied to the bottom-right of the Game Object.
|
||||
* @param {number} [alpha=1] - The fill alpha.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
lineGradientStyle: function (lineWidth, topLeft, topRight, bottomLeft, bottomRight, alpha)
|
||||
{
|
||||
|
@ -455,7 +455,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#beginPath
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
beginPath: function ()
|
||||
{
|
||||
|
@ -472,7 +472,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#closePath
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
closePath: function ()
|
||||
{
|
||||
|
@ -489,7 +489,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#fillPath
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillPath: function ()
|
||||
{
|
||||
|
@ -509,7 +509,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#fill
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fill: function ()
|
||||
{
|
||||
|
@ -526,7 +526,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#strokePath
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokePath: function ()
|
||||
{
|
||||
|
@ -546,7 +546,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#stroke
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
stroke: function ()
|
||||
{
|
||||
|
@ -565,7 +565,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Geom.Circle} circle - The circle to fill.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillCircleShape: function (circle)
|
||||
{
|
||||
|
@ -580,7 +580,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Geom.Circle} circle - The circle to stroke.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeCircleShape: function (circle)
|
||||
{
|
||||
|
@ -597,7 +597,7 @@ var Graphics = new Class({
|
|||
* @param {number} y - The y coordinate of the center of the circle.
|
||||
* @param {number} radius - The radius of the circle.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillCircle: function (x, y, radius)
|
||||
{
|
||||
|
@ -618,7 +618,7 @@ var Graphics = new Class({
|
|||
* @param {number} y - The y coordinate of the center of the circle.
|
||||
* @param {number} radius - The radius of the circle.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeCircle: function (x, y, radius)
|
||||
{
|
||||
|
@ -637,7 +637,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Geom.Rectangle} rect - The rectangle to fill.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillRectShape: function (rect)
|
||||
{
|
||||
|
@ -652,7 +652,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Geom.Rectangle} rect - The rectangle to stroke.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeRectShape: function (rect)
|
||||
{
|
||||
|
@ -670,7 +670,7 @@ var Graphics = new Class({
|
|||
* @param {number} width - The width of the rectangle.
|
||||
* @param {number} height - The height of the rectangle.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillRect: function (x, y, width, height)
|
||||
{
|
||||
|
@ -693,7 +693,7 @@ var Graphics = new Class({
|
|||
* @param {number} width - The width of the rectangle.
|
||||
* @param {number} height - The height of the rectangle.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeRect: function (x, y, width, height)
|
||||
{
|
||||
|
@ -736,7 +736,7 @@ var Graphics = new Class({
|
|||
* @param {number} height - The height of the rectangle.
|
||||
* @param {(Phaser.Types.GameObjects.Graphics.RoundedRectRadius|number)} [radius=20] - The corner radius; It can also be an object to specify different radii for corners.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillRoundedRect: function (x, y, width, height, radius)
|
||||
{
|
||||
|
@ -782,7 +782,7 @@ var Graphics = new Class({
|
|||
* @param {number} height - The height of the rectangle.
|
||||
* @param {(Phaser.Types.GameObjects.Graphics.RoundedRectRadius|number)} [radius=20] - The corner radius; It can also be an object to specify different radii for corners.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeRoundedRect: function (x, y, width, height, radius)
|
||||
{
|
||||
|
@ -827,7 +827,7 @@ var Graphics = new Class({
|
|||
* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The point to fill.
|
||||
* @param {number} [size=1] - The size of the square to draw.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillPointShape: function (point, size)
|
||||
{
|
||||
|
@ -846,7 +846,7 @@ var Graphics = new Class({
|
|||
* @param {number} y - The y coordinate of the point.
|
||||
* @param {number} [size=1] - The size of the square to draw.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillPoint: function (x, y, size)
|
||||
{
|
||||
|
@ -876,7 +876,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Geom.Triangle} triangle - The triangle to fill.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillTriangleShape: function (triangle)
|
||||
{
|
||||
|
@ -891,7 +891,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Geom.Triangle} triangle - The triangle to stroke.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeTriangleShape: function (triangle)
|
||||
{
|
||||
|
@ -911,7 +911,7 @@ var Graphics = new Class({
|
|||
* @param {number} x2 - The x coordinate of the third point.
|
||||
* @param {number} y2 - The y coordinate of the third point.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillTriangle: function (x0, y0, x1, y1, x2, y2)
|
||||
{
|
||||
|
@ -936,7 +936,7 @@ var Graphics = new Class({
|
|||
* @param {number} x2 - The x coordinate of the third point.
|
||||
* @param {number} y2 - The y coordinate of the third point.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeTriangle: function (x0, y0, x1, y1, x2, y2)
|
||||
{
|
||||
|
@ -956,7 +956,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {Phaser.Geom.Line} line - The line to stroke.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeLineShape: function (line)
|
||||
{
|
||||
|
@ -974,7 +974,7 @@ var Graphics = new Class({
|
|||
* @param {number} x2 - The x coordinate of the end point of the line.
|
||||
* @param {number} y2 - The y coordinate of the end point of the line.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
lineBetween: function (x1, y1, x2, y2)
|
||||
{
|
||||
|
@ -997,7 +997,7 @@ var Graphics = new Class({
|
|||
* @param {number} x - The x coordinate to draw the line to.
|
||||
* @param {number} y - The y coordinate to draw the line to.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
lineTo: function (x, y)
|
||||
{
|
||||
|
@ -1018,7 +1018,7 @@ var Graphics = new Class({
|
|||
* @param {number} x - The x coordinate to move to.
|
||||
* @param {number} y - The y coordinate to move to.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
moveTo: function (x, y)
|
||||
{
|
||||
|
@ -1045,7 +1045,7 @@ var Graphics = new Class({
|
|||
* @param {boolean} [closePath=false] - When `true`, the path is closed before being stroked.
|
||||
* @param {integer} [endIndex] - The index of `points` to stop drawing at. Defaults to `points.length`.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokePoints: function (points, closeShape, closePath, endIndex)
|
||||
{
|
||||
|
@ -1092,7 +1092,7 @@ var Graphics = new Class({
|
|||
* @param {boolean} [closePath=false] - When `true`, the path is closed before being stroked.
|
||||
* @param {integer} [endIndex] - The index of `points` to stop at. Defaults to `points.length`.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillPoints: function (points, closeShape, closePath, endIndex)
|
||||
{
|
||||
|
@ -1133,7 +1133,7 @@ var Graphics = new Class({
|
|||
* @param {Phaser.Geom.Ellipse} ellipse - The ellipse to stroke.
|
||||
* @param {integer} [smoothness=32] - The number of points to draw the ellipse with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeEllipseShape: function (ellipse, smoothness)
|
||||
{
|
||||
|
@ -1156,7 +1156,7 @@ var Graphics = new Class({
|
|||
* @param {number} height - The height of the ellipse.
|
||||
* @param {integer} [smoothness=32] - The number of points to draw the ellipse with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
strokeEllipse: function (x, y, width, height, smoothness)
|
||||
{
|
||||
|
@ -1178,7 +1178,7 @@ var Graphics = new Class({
|
|||
* @param {Phaser.Geom.Ellipse} ellipse - The ellipse to fill.
|
||||
* @param {integer} [smoothness=32] - The number of points to draw the ellipse with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillEllipseShape: function (ellipse, smoothness)
|
||||
{
|
||||
|
@ -1201,7 +1201,7 @@ var Graphics = new Class({
|
|||
* @param {number} height - The height of the ellipse.
|
||||
* @param {integer} [smoothness=32] - The number of points to draw the ellipse with.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
fillEllipse: function (x, y, width, height, smoothness)
|
||||
{
|
||||
|
@ -1240,7 +1240,7 @@ var Graphics = new Class({
|
|||
* @param {boolean} [anticlockwise=false] - Whether the drawing should be anticlockwise or clockwise.
|
||||
* @param {number} [overshoot=0] - This value allows you to increase the segment iterations in WebGL rendering. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly. Use small numbers such as 0.01 to start with and increase as needed.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
arc: function (x, y, radius, startAngle, endAngle, anticlockwise, overshoot)
|
||||
{
|
||||
|
@ -1276,7 +1276,7 @@ var Graphics = new Class({
|
|||
* @param {boolean} [anticlockwise=false] - Whether the drawing should be anticlockwise or clockwise.
|
||||
* @param {number} [overshoot=0] - This value allows you to overshoot the endAngle by this amount. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
slice: function (x, y, radius, startAngle, endAngle, anticlockwise, overshoot)
|
||||
{
|
||||
|
@ -1302,7 +1302,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#save
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
save: function ()
|
||||
{
|
||||
|
@ -1323,7 +1323,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#restore
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
restore: function ()
|
||||
{
|
||||
|
@ -1349,7 +1349,7 @@ var Graphics = new Class({
|
|||
* @param {number} x - The horizontal translation to apply.
|
||||
* @param {number} y - The vertical translation to apply.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
translateCanvas: function (x, y)
|
||||
{
|
||||
|
@ -1376,7 +1376,7 @@ var Graphics = new Class({
|
|||
* @param {number} x - The horizontal scale to apply.
|
||||
* @param {number} y - The vertical scale to apply.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
scaleCanvas: function (x, y)
|
||||
{
|
||||
|
@ -1402,7 +1402,7 @@ var Graphics = new Class({
|
|||
*
|
||||
* @param {number} radians - The rotation angle, in radians.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
rotateCanvas: function (radians)
|
||||
{
|
||||
|
@ -1420,7 +1420,7 @@ var Graphics = new Class({
|
|||
* @method Phaser.GameObjects.Graphics#clear
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
clear: function ()
|
||||
{
|
||||
|
@ -1455,7 +1455,7 @@ var Graphics = new Class({
|
|||
* @param {integer} [width] - The width of the graphics to generate.
|
||||
* @param {integer} [height] - The height of the graphics to generate.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Graphics} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
generateTexture: function (key, width, height)
|
||||
{
|
||||
|
|
|
@ -521,7 +521,7 @@ var Group = new Class({
|
|||
* @param {Phaser.GameObjects.GameObject} child - The Game Object to add.
|
||||
* @param {boolean} [addToScene=false] - Also add the Game Object to the scene.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
add: function (child, addToScene)
|
||||
{
|
||||
|
@ -570,7 +570,7 @@ var Group = new Class({
|
|||
* @param {Phaser.GameObjects.GameObject[]} children - The Game Objects to add.
|
||||
* @param {boolean} [addToScene=false] - Also add the Game Objects to the scene.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This group.
|
||||
* @return {this} This group.
|
||||
*/
|
||||
addMultiple: function (children, addToScene)
|
||||
{
|
||||
|
@ -599,7 +599,7 @@ var Group = new Class({
|
|||
* @param {boolean} [removeFromScene=false] - Optionally remove the Group member from the Scene it belongs to.
|
||||
* @param {boolean} [destroyChild=false] - Optionally call destroy on the removed Group member.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
remove: function (child, removeFromScene, destroyChild)
|
||||
{
|
||||
|
@ -653,7 +653,7 @@ var Group = new Class({
|
|||
* @param {boolean} [removeFromScene=false] - Optionally remove each Group member from the Scene.
|
||||
* @param {boolean} [destroyChild=false] - Optionally call destroy on the removed Group members.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This group.
|
||||
* @return {this} This group.
|
||||
*/
|
||||
clear: function (removeFromScene, destroyChild)
|
||||
{
|
||||
|
@ -1016,7 +1016,7 @@ var Group = new Class({
|
|||
* @param {string} key - The string-based key of the animation to play.
|
||||
* @param {string} [startFrame=0] - Optionally start the animation playing from this frame index.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
playAnimation: function (key, startFrame)
|
||||
{
|
||||
|
@ -1115,7 +1115,7 @@ var Group = new Class({
|
|||
* @param {integer} [index=0] - An optional offset to start searching from within the items array.
|
||||
* @param {integer} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
propertyValueSet: function (key, value, step, index, direction)
|
||||
{
|
||||
|
@ -1136,7 +1136,7 @@ var Group = new Class({
|
|||
* @param {integer} [index=0] - An optional offset to start searching from within the items array.
|
||||
* @param {integer} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
propertyValueInc: function (key, value, step, index, direction)
|
||||
{
|
||||
|
@ -1154,7 +1154,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the property to.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setX: function (value, step)
|
||||
{
|
||||
|
@ -1172,7 +1172,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the property to.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setY: function (value, step)
|
||||
{
|
||||
|
@ -1192,7 +1192,7 @@ var Group = new Class({
|
|||
* @param {number} [stepX=0] - This is added to the `x` amount, multiplied by the iteration counter.
|
||||
* @param {number} [stepY=0] - This is added to the `y` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setXY: function (x, y, stepX, stepY)
|
||||
{
|
||||
|
@ -1210,7 +1210,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to be added to the `x` property.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
incX: function (value, step)
|
||||
{
|
||||
|
@ -1228,7 +1228,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to be added to the `y` property.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
incY: function (value, step)
|
||||
{
|
||||
|
@ -1248,7 +1248,7 @@ var Group = new Class({
|
|||
* @param {number} [stepX=0] - This is added to the `x` amount, multiplied by the iteration counter.
|
||||
* @param {number} [stepY=0] - This is added to the `y` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
incXY: function (x, y, stepX, stepY)
|
||||
{
|
||||
|
@ -1270,7 +1270,7 @@ var Group = new Class({
|
|||
* @param {number} y - The y coordinate to place the first item in the array at.
|
||||
* @param {integer} [direction=0] - The iteration direction. 0 = first to last and 1 = last to first.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
shiftPosition: function (x, y, direction)
|
||||
{
|
||||
|
@ -1288,7 +1288,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the angle to, in degrees.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
angle: function (value, step)
|
||||
{
|
||||
|
@ -1306,7 +1306,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the rotation to, in radians.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
rotate: function (value, step)
|
||||
{
|
||||
|
@ -1324,7 +1324,7 @@ var Group = new Class({
|
|||
* @param {Phaser.Types.Math.Vector2Like} point - Any object with public `x` and `y` properties.
|
||||
* @param {number} angle - The angle to rotate by, in radians.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
rotateAround: function (point, angle)
|
||||
{
|
||||
|
@ -1343,7 +1343,7 @@ var Group = new Class({
|
|||
* @param {number} angle - The angle to rotate by, in radians.
|
||||
* @param {number} distance - The distance from the point of rotation in pixels.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
rotateAroundDistance: function (point, angle, distance)
|
||||
{
|
||||
|
@ -1361,7 +1361,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the alpha to.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setAlpha: function (value, step)
|
||||
{
|
||||
|
@ -1381,7 +1381,7 @@ var Group = new Class({
|
|||
* @param {number} [bottomLeft] - The tint to be applied to the bottom-left corner of item.
|
||||
* @param {number} [bottomRight] - The tint to be applied to the bottom-right corner of item.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setTint: function (topLeft, topRight, bottomLeft, bottomRight)
|
||||
{
|
||||
|
@ -1401,7 +1401,7 @@ var Group = new Class({
|
|||
* @param {number} [stepX=0] - This is added to the `originX` amount, multiplied by the iteration counter.
|
||||
* @param {number} [stepY=0] - This is added to the `originY` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setOrigin: function (originX, originY, stepX, stepY)
|
||||
{
|
||||
|
@ -1419,7 +1419,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the property to.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
scaleX: function (value, step)
|
||||
{
|
||||
|
@ -1437,7 +1437,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the property to.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
scaleY: function (value, step)
|
||||
{
|
||||
|
@ -1457,7 +1457,7 @@ var Group = new Class({
|
|||
* @param {number} [stepX=0] - This is added to the `scaleX` amount, multiplied by the iteration counter.
|
||||
* @param {number} [stepY=0] - This is added to the `scaleY` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
scaleXY: function (scaleX, scaleY, stepX, stepY)
|
||||
{
|
||||
|
@ -1475,7 +1475,7 @@ var Group = new Class({
|
|||
* @param {number} value - The amount to set the property to.
|
||||
* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setDepth: function (value, step)
|
||||
{
|
||||
|
@ -1492,7 +1492,7 @@ var Group = new Class({
|
|||
*
|
||||
* @param {number} value - The amount to set the property to.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setBlendMode: function (value)
|
||||
{
|
||||
|
@ -1510,7 +1510,7 @@ var Group = new Class({
|
|||
* @param {*} hitArea - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
|
||||
* @param {Phaser.Types.Input.HitAreaCallback} hitAreaCallback - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setHitArea: function (hitArea, hitAreaCallback)
|
||||
{
|
||||
|
@ -1525,7 +1525,7 @@ var Group = new Class({
|
|||
* @method Phaser.GameObjects.Group#shuffle
|
||||
* @since 3.21.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
shuffle: function ()
|
||||
{
|
||||
|
@ -1577,7 +1577,7 @@ var Group = new Class({
|
|||
* @param {integer} [index=0] - An optional offset to start searching from within the items array.
|
||||
* @param {integer} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
setVisible: function (value, index, direction)
|
||||
{
|
||||
|
@ -1592,7 +1592,7 @@ var Group = new Class({
|
|||
* @method Phaser.GameObjects.Group#toggleVisible
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Group} This Group object.
|
||||
* @return {this} This Group object.
|
||||
*/
|
||||
toggleVisible: function ()
|
||||
{
|
||||
|
|
|
@ -135,7 +135,7 @@ var Light = new Class({
|
|||
* @param {number} b - The blue color. A value between 0 and 1.
|
||||
* @param {number} intensity - The intensity of the light.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Light} This Light object.
|
||||
* @return {this} This Light object.
|
||||
*/
|
||||
set: function (x, y, radius, r, g, b, intensity)
|
||||
{
|
||||
|
@ -165,7 +165,7 @@ var Light = new Class({
|
|||
* @param {number} x - The horizontal scroll factor of the light.
|
||||
* @param {number} y - The vertical scroll factor of the light.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Light} This Light object.
|
||||
* @return {this} This Light object.
|
||||
*/
|
||||
setScrollFactor: function (x, y)
|
||||
{
|
||||
|
@ -186,7 +186,7 @@ var Light = new Class({
|
|||
*
|
||||
* @param {number} rgb - The integer RGB color of the light.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Light} This Light object.
|
||||
* @return {this} This Light object.
|
||||
*/
|
||||
setColor: function (rgb)
|
||||
{
|
||||
|
@ -207,7 +207,7 @@ var Light = new Class({
|
|||
*
|
||||
* @param {number} intensity - The intensity of the light.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Light} This Light object.
|
||||
* @return {this} This Light object.
|
||||
*/
|
||||
setIntensity: function (intensity)
|
||||
{
|
||||
|
@ -225,7 +225,7 @@ var Light = new Class({
|
|||
* @param {number} x - The horizontal position of the light.
|
||||
* @param {number} y - The vertical position of the light.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Light} This Light object.
|
||||
* @return {this} This Light object.
|
||||
*/
|
||||
setPosition: function (x, y)
|
||||
{
|
||||
|
@ -243,7 +243,7 @@ var Light = new Class({
|
|||
*
|
||||
* @param {number} radius - The radius of the light.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Light} This Light object.
|
||||
* @return {this} This Light object.
|
||||
*/
|
||||
setRadius: function (radius)
|
||||
{
|
||||
|
|
|
@ -209,7 +209,7 @@ var EmitterOp = new Class({
|
|||
*
|
||||
* @param {number} value - The value of the property.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.EmitterOp} This Emitter Op object.
|
||||
* @return {this} This Emitter Op object.
|
||||
*/
|
||||
onChange: function (value)
|
||||
{
|
||||
|
@ -226,7 +226,7 @@ var EmitterOp = new Class({
|
|||
* @method Phaser.GameObjects.Particles.EmitterOp#setMethods
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.EmitterOp} This Emitter Op object.
|
||||
* @return {this} This Emitter Op object.
|
||||
*/
|
||||
setMethods: function ()
|
||||
{
|
||||
|
|
|
@ -770,7 +770,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterConfig} config - Settings for this emitter.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
fromJSON: function (config)
|
||||
{
|
||||
|
@ -927,7 +927,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {number} [offsetY=0] - Vertical offset of the particle origin from the Game Object.
|
||||
* @param {boolean} [trackVisible=false] - Whether the emitter's visible state will track the target's visible state.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
startFollow: function (target, offsetX, offsetY, trackVisible)
|
||||
{
|
||||
|
@ -948,7 +948,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#stopFollow
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
stopFollow: function ()
|
||||
{
|
||||
|
@ -1009,7 +1009,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {boolean} [pickRandom=true] - Whether frames should be assigned at random from `frames`.
|
||||
* @param {integer} [quantity=1] - The number of consecutive particles that will receive each frame.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setFrame: function (frames, pickRandom, quantity)
|
||||
{
|
||||
|
@ -1064,7 +1064,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {boolean} [value=true] - Radial mode (true) or point mode (true).
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setRadial: function (value)
|
||||
{
|
||||
|
@ -1085,7 +1085,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} x - The x-coordinate of the particle origin.
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} y - The y-coordinate of the particle origin.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setPosition: function (x, y)
|
||||
{
|
||||
|
@ -1108,7 +1108,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {number} width - The width of the boundary.
|
||||
* @param {number} height - The height of the boundary.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setBounds: function (x, y, width, height)
|
||||
{
|
||||
|
@ -1143,7 +1143,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setSpeedX: function (value)
|
||||
{
|
||||
|
@ -1164,7 +1164,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setSpeedY: function (value)
|
||||
{
|
||||
|
@ -1188,7 +1188,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setSpeed: function (value)
|
||||
{
|
||||
|
@ -1209,7 +1209,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setScaleX: function (value)
|
||||
{
|
||||
|
@ -1226,7 +1226,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setScaleY: function (value)
|
||||
{
|
||||
|
@ -1243,7 +1243,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setScale: function (value)
|
||||
{
|
||||
|
@ -1261,7 +1261,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {number} value - Acceleration due to gravity, in pixels per second squared.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setGravityX: function (value)
|
||||
{
|
||||
|
@ -1278,7 +1278,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {number} value - Acceleration due to gravity, in pixels per second squared.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setGravityY: function (value)
|
||||
{
|
||||
|
@ -1296,7 +1296,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {number} x - Horizontal acceleration due to gravity, in pixels per second squared.
|
||||
* @param {number} y - Vertical acceleration due to gravity, in pixels per second squared.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setGravity: function (x, y)
|
||||
{
|
||||
|
@ -1314,7 +1314,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - A value between 0 (transparent) and 1 (opaque).
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setAlpha: function (value)
|
||||
{
|
||||
|
@ -1331,7 +1331,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - A value between 0 and 0xffffff.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setTint: function (value)
|
||||
{
|
||||
|
@ -1348,7 +1348,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The angle of the initial velocity of emitted particles.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setEmitterAngle: function (value)
|
||||
{
|
||||
|
@ -1365,7 +1365,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The angle of the initial velocity of emitted particles.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setAngle: function (value)
|
||||
{
|
||||
|
@ -1382,7 +1382,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The particle lifespan, in ms.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setLifespan: function (value)
|
||||
{
|
||||
|
@ -1399,7 +1399,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} quantity - The number of particles to release at each flow cycle or explosion.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setQuantity: function (quantity)
|
||||
{
|
||||
|
@ -1418,7 +1418,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {number} frequency - The time interval (>= 0) of each flow cycle, in ms; or -1 to put the emitter in explosion mode.
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [quantity] - The number of particles to release at each flow cycle or explosion.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setFrequency: function (frequency, quantity)
|
||||
{
|
||||
|
@ -1446,7 +1446,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig|Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig} [zoneConfig] - An object describing the zone, or `undefined` to remove any current emit zone.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setEmitZone: function (zoneConfig)
|
||||
{
|
||||
|
@ -1495,7 +1495,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterDeathZoneConfig} [zoneConfig] - An object describing the zone, or `undefined` to remove any current death zone.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setDeathZone: function (zoneConfig)
|
||||
{
|
||||
|
@ -1531,7 +1531,7 @@ var ParticleEmitter = new Class({
|
|||
*
|
||||
* @param {integer} particleCount - The number of particles to create.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
reserve: function (particleCount)
|
||||
{
|
||||
|
@ -1606,7 +1606,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterCallback} callback - The function.
|
||||
* @param {*} [context] - The calling context.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
onParticleEmit: function (callback, context)
|
||||
{
|
||||
|
@ -1638,7 +1638,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {Phaser.Types.GameObjects.Particles.ParticleDeathCallback} callback - The function.
|
||||
* @param {*} [context] - The function's calling context.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
onParticleDeath: function (callback, context)
|
||||
{
|
||||
|
@ -1667,7 +1667,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#killAll
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
killAll: function ()
|
||||
{
|
||||
|
@ -1691,7 +1691,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterCallback} callback - The function.
|
||||
* @param {*} context - The function's calling context.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
forEachAlive: function (callback, context)
|
||||
{
|
||||
|
@ -1716,7 +1716,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterCallback} callback - The function.
|
||||
* @param {*} context - The function's calling context.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
forEachDead: function (callback, context)
|
||||
{
|
||||
|
@ -1743,7 +1743,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#start
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
start: function ()
|
||||
{
|
||||
|
@ -1760,7 +1760,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#stop
|
||||
* @since 3.11.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
stop: function ()
|
||||
{
|
||||
|
@ -1775,7 +1775,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#pause
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
pause: function ()
|
||||
{
|
||||
|
@ -1790,7 +1790,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#resume
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
resume: function ()
|
||||
{
|
||||
|
@ -1805,7 +1805,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#remove
|
||||
* @since 3.22.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
remove: function ()
|
||||
{
|
||||
|
@ -1820,7 +1820,7 @@ var ParticleEmitter = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitter#depthSort
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
depthSort: function ()
|
||||
{
|
||||
|
@ -1840,7 +1840,7 @@ var ParticleEmitter = new Class({
|
|||
* @param {number} frequency - The time interval (>= 0) of each flow cycle, in ms.
|
||||
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [count=1] - The number of particles to emit at each flow cycle.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
flow: function (frequency, count)
|
||||
{
|
||||
|
|
|
@ -160,7 +160,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
|
||||
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Emitter Manager.
|
||||
* @return {this} This Emitter Manager.
|
||||
*/
|
||||
setTexture: function (key, frame)
|
||||
{
|
||||
|
@ -181,7 +181,7 @@ var ParticleEmitterManager = new Class({
|
|||
*
|
||||
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Emitter Manager.
|
||||
* @return {this} This Emitter Manager.
|
||||
*/
|
||||
setFrame: function (frame)
|
||||
{
|
||||
|
@ -212,7 +212,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @param {(Phaser.Textures.Frame|Phaser.Textures.Frame[])} frames - The texture frames.
|
||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The particle emitter to modify.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Emitter Manager.
|
||||
* @return {this} This Emitter Manager.
|
||||
*/
|
||||
setEmitterFrames: function (frames, emitter)
|
||||
{
|
||||
|
@ -332,7 +332,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @param {number} [x] - The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location.
|
||||
* @param {number} [y] - The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Emitter Manager.
|
||||
* @return {this} This Emitter Manager.
|
||||
*/
|
||||
emitParticle: function (count, x, y)
|
||||
{
|
||||
|
@ -361,7 +361,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @param {number} [y] - The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location.
|
||||
* @param {integer} [count] - The number of particles to release from each emitter. The default is the emitter's own {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Emitter Manager.
|
||||
* @return {this} This Emitter Manager.
|
||||
*/
|
||||
emitParticleAt: function (x, y, count)
|
||||
{
|
||||
|
@ -378,7 +378,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#pause
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Emitter Manager.
|
||||
* @return {this} This Emitter Manager.
|
||||
*/
|
||||
pause: function ()
|
||||
{
|
||||
|
@ -393,7 +393,7 @@ var ParticleEmitterManager = new Class({
|
|||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#resume
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} This Emitter Manager.
|
||||
* @return {this} This Emitter Manager.
|
||||
*/
|
||||
resume: function ()
|
||||
{
|
||||
|
|
|
@ -131,7 +131,7 @@ var EdgeZone = new Class({
|
|||
* @method Phaser.GameObjects.Particles.Zones.EdgeZone#updateSource
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.Zones.EdgeZone} This Edge Zone.
|
||||
* @return {this} This Edge Zone.
|
||||
*/
|
||||
updateSource: function ()
|
||||
{
|
||||
|
@ -170,7 +170,7 @@ var EdgeZone = new Class({
|
|||
*
|
||||
* @param {Phaser.Types.GameObjects.Particles.EdgeZoneSource} source - An object instance with a `getPoints(quantity, stepRate)` method returning an array of points.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Particles.Zones.EdgeZone} This Edge Zone.
|
||||
* @return {this} This Edge Zone.
|
||||
*/
|
||||
changeSource: function (source)
|
||||
{
|
||||
|
|
|
@ -499,7 +499,7 @@ var Quad = new Class({
|
|||
* @param {number} x - The horizontal coordinate of the vertex.
|
||||
* @param {number} y - The vertical coordinate of the vertex.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setTopLeft: function (x, y)
|
||||
{
|
||||
|
@ -518,7 +518,7 @@ var Quad = new Class({
|
|||
* @param {number} x - The horizontal coordinate of the vertex.
|
||||
* @param {number} y - The vertical coordinate of the vertex.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setTopRight: function (x, y)
|
||||
{
|
||||
|
@ -537,7 +537,7 @@ var Quad = new Class({
|
|||
* @param {number} x - The horizontal coordinate of the vertex.
|
||||
* @param {number} y - The vertical coordinate of the vertex.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setBottomLeft: function (x, y)
|
||||
{
|
||||
|
@ -556,7 +556,7 @@ var Quad = new Class({
|
|||
* @param {number} x - The horizontal coordinate of the vertex.
|
||||
* @param {number} y - The vertical coordinate of the vertex.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setBottomRight: function (x, y)
|
||||
{
|
||||
|
@ -572,7 +572,7 @@ var Quad = new Class({
|
|||
* @method Phaser.GameObjects.Quad#resetPosition
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
resetPosition: function ()
|
||||
{
|
||||
|
@ -595,7 +595,7 @@ var Quad = new Class({
|
|||
* @method Phaser.GameObjects.Quad#resetAlpha
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
resetAlpha: function ()
|
||||
{
|
||||
|
@ -617,7 +617,7 @@ var Quad = new Class({
|
|||
* @method Phaser.GameObjects.Quad#resetColors
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
resetColors: function ()
|
||||
{
|
||||
|
@ -639,7 +639,7 @@ var Quad = new Class({
|
|||
* @method Phaser.GameObjects.Quad#reset
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Quad} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
reset: function ()
|
||||
{
|
||||
|
|
|
@ -230,6 +230,39 @@ var Rope = new Class({
|
|||
*/
|
||||
this._perp = new Vector2();
|
||||
|
||||
/**
|
||||
* You can optionally choose to render the vertices of this Rope to a Graphics instance.
|
||||
*
|
||||
* Achieve this by setting the `debugCallback` and the `debugGraphic` properties.
|
||||
*
|
||||
* You can do this in a single call via the `Rope.setDebug` method, which will use the
|
||||
* built-in debug function. You can also set it to your own callback. The callback
|
||||
* will be invoked _once per render_ and sent the following parameters:
|
||||
*
|
||||
* `debugCallback(src, meshLength, verts)`
|
||||
*
|
||||
* `src` is the Rope instance being debugged.
|
||||
* `meshLength` is the number of mesh vertices in total.
|
||||
* `verts` is an array of the translated vertex coordinates.
|
||||
*
|
||||
* To disable rendering, set this property back to `null`.
|
||||
*
|
||||
* @name Phaser.GameObjects.Rope#debugCallback
|
||||
* @type {function}
|
||||
* @since 3.23.0
|
||||
*/
|
||||
this.debugCallback = null;
|
||||
|
||||
/**
|
||||
* The Graphics instance that the debug vertices will be drawn to, if `setDebug` has
|
||||
* been called.
|
||||
*
|
||||
* @name Phaser.GameObjects.Rope#debugGraphic
|
||||
* @type {Phaser.GameObjects.Graphics}
|
||||
* @since 3.23.0
|
||||
*/
|
||||
this.debugGraphic = null;
|
||||
|
||||
this.setTexture(texture, frame);
|
||||
this.setPosition(x, y);
|
||||
this.setSizeToFrame();
|
||||
|
@ -268,18 +301,6 @@ var Rope = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* NOOP. Included to allow animations to play.
|
||||
*
|
||||
* @method Phaser.GameObjects.Rope#updateDisplayOrigin
|
||||
* @private
|
||||
* @since 3.23.0
|
||||
*/
|
||||
updateDisplayOrigin: function ()
|
||||
{
|
||||
// NOOP
|
||||
},
|
||||
|
||||
/**
|
||||
* Start playing the given animation.
|
||||
*
|
||||
|
@ -421,7 +442,7 @@ var Rope = new Class({
|
|||
* the first Rope segment and on, until it runs out of values. This allows you to control the alpha values at all
|
||||
* vertices in the Rope.
|
||||
*
|
||||
* Note this method is called `setAlphas` (plural) and not `setAlpha`, which is a NOOP.
|
||||
* Note this method is called `setAlphas` (plural) and not `setAlpha`.
|
||||
*
|
||||
* @method Phaser.GameObjects.Rope#setAlphas
|
||||
* @since 3.23.0
|
||||
|
@ -696,12 +717,12 @@ var Rope = new Class({
|
|||
|
||||
this.updateUVs();
|
||||
|
||||
if (colors !== undefined)
|
||||
if (colors !== undefined && colors !== null)
|
||||
{
|
||||
this.setColors(colors);
|
||||
}
|
||||
|
||||
if (alphas !== undefined)
|
||||
if (alphas !== undefined && alphas !== null)
|
||||
{
|
||||
this.setAlphas(alphas);
|
||||
}
|
||||
|
@ -727,7 +748,8 @@ var Rope = new Class({
|
|||
var u1 = this.frame.u1;
|
||||
var v1 = this.frame.v1;
|
||||
|
||||
var part = (u1 - u0) / (total - 1);
|
||||
var partH = (u1 - u0) / (total - 1);
|
||||
var partV = (v1 - v0) / (total - 1);
|
||||
|
||||
for (var i = 0; i < total; i++)
|
||||
{
|
||||
|
@ -742,13 +764,13 @@ var Rope = new Class({
|
|||
{
|
||||
if (this._flipX)
|
||||
{
|
||||
uv0 = u1 - (i * part);
|
||||
uv2 = u1 - (i * part);
|
||||
uv0 = u1 - (i * partH);
|
||||
uv2 = u1 - (i * partH);
|
||||
}
|
||||
else
|
||||
{
|
||||
uv0 = u0 + (i * part);
|
||||
uv2 = u0 + (i * part);
|
||||
uv0 = u0 + (i * partH);
|
||||
uv2 = u0 + (i * partH);
|
||||
}
|
||||
|
||||
if (this._flipY)
|
||||
|
@ -777,13 +799,13 @@ var Rope = new Class({
|
|||
|
||||
if (this._flipY)
|
||||
{
|
||||
uv1 = v1 - (i * part);
|
||||
uv3 = v1 - (i * part);
|
||||
uv1 = v1 - (i * partV);
|
||||
uv3 = v1 - (i * partV);
|
||||
}
|
||||
else
|
||||
{
|
||||
uv1 = v0 + (i * part);
|
||||
uv3 = v0 + (i * part);
|
||||
uv1 = v0 + (i * partV);
|
||||
uv3 = v0 + (i * partV);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -901,6 +923,99 @@ var Rope = new Class({
|
|||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* This method enables rendering of the Rope vertices to the given Graphics instance.
|
||||
*
|
||||
* If you enable this feature, you must call `Graphics.clear()` in your Scene `update`,
|
||||
* otherwise the Graphics instance will fill-in with draw calls. This is not done automatically
|
||||
* to allow for you to debug render multiple Rope objects to a single Graphics instance.
|
||||
*
|
||||
* The Rope class has a built-in debug rendering callback `Rope.renderDebugVerts`, however
|
||||
* you can also provide your own callback to be used instead. Do this by setting the `callback` parameter.
|
||||
*
|
||||
* The callback is invoked _once per render_ and sent the following parameters:
|
||||
*
|
||||
* `callback(src, meshLength, verts)`
|
||||
*
|
||||
* `src` is the Rope instance being debugged.
|
||||
* `meshLength` is the number of mesh vertices in total.
|
||||
* `verts` is an array of the translated vertex coordinates.
|
||||
*
|
||||
* If using your own callback you do not have to provide a Graphics instance to this method.
|
||||
*
|
||||
* To disable debug rendering, to either your own callback or the built-in one, call this method
|
||||
* with no arguments.
|
||||
*
|
||||
* @method Phaser.GameObjects.Rope#setDebug
|
||||
* @since 3.23.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.Graphics} [graphic] - The Graphic instance to render to if using the built-in callback.
|
||||
* @param {function} [callback] - The callback to invoke during debug render. Leave as undefined to use the built-in callback.
|
||||
*
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setDebug: function (graphic, callback)
|
||||
{
|
||||
this.debugGraphic = graphic;
|
||||
|
||||
if (!graphic && !callback)
|
||||
{
|
||||
this.debugCallback = null;
|
||||
}
|
||||
else if (!callback)
|
||||
{
|
||||
this.debugCallback = this.renderDebugVerts;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.debugCallback = callback;
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* The built-in Rope vertices debug rendering method.
|
||||
*
|
||||
* See `Rope.setDebug` for more details.
|
||||
*
|
||||
* @method Phaser.GameObjects.Rope#renderDebugVerts
|
||||
* @since 3.23.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.Rope} src - The Rope object being rendered.
|
||||
* @param {integer} meshLength - The number of vertices in the mesh.
|
||||
* @param {number[]} verts - An array of translated vertex coordinates.
|
||||
*/
|
||||
renderDebugVerts: function (src, meshLength, verts)
|
||||
{
|
||||
var graphic = src.debugGraphic;
|
||||
|
||||
var px0 = verts[0];
|
||||
var py0 = verts[1];
|
||||
var px1 = verts[2];
|
||||
var py1 = verts[3];
|
||||
|
||||
graphic.lineBetween(px0, py0, px1, py1);
|
||||
|
||||
for (var i = 4; i < meshLength; i += 4)
|
||||
{
|
||||
var x0 = verts[i + 0];
|
||||
var y0 = verts[i + 1];
|
||||
var x1 = verts[i + 2];
|
||||
var y1 = verts[i + 3];
|
||||
|
||||
graphic.lineBetween(px0, py0, x0, y0);
|
||||
graphic.lineBetween(px1, py1, x1, y1);
|
||||
graphic.lineBetween(px1, py1, x0, y0);
|
||||
graphic.lineBetween(x0, y0, x1, y1);
|
||||
|
||||
px0 = x0;
|
||||
py0 = y0;
|
||||
px1 = x1;
|
||||
py1 = y1;
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Handles the pre-destroy step for the Rope, which removes the Animation component and typed arrays.
|
||||
*
|
||||
|
@ -919,6 +1034,9 @@ var Rope = new Class({
|
|||
this.uv = null;
|
||||
this.colors = null;
|
||||
this.alphas = null;
|
||||
|
||||
this.debugCallback = null;
|
||||
this.debugGraphic = null;
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
* This is a stub function for Rope.Render. There is no Canvas renderer for Rope objects.
|
||||
*
|
||||
* @method Phaser.GameObjects.Rope#renderCanvas
|
||||
* @since 3.0.0
|
||||
* @since 3.23.0
|
||||
* @private
|
||||
*
|
||||
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
|
||||
|
|
|
@ -29,11 +29,12 @@ GameObjectCreator.register('rope', function (config, addToScene)
|
|||
|
||||
var key = GetAdvancedValue(config, 'key', null);
|
||||
var frame = GetAdvancedValue(config, 'frame', null);
|
||||
var horizontal = GetAdvancedValue(config, 'horizontal', true);
|
||||
var points = GetValue(config, 'points', undefined);
|
||||
var colors = GetValue(config, 'colors', undefined);
|
||||
var alphas = GetValue(config, 'alphas', undefined);
|
||||
|
||||
var rope = new Rope(this.scene, 0, 0, key, frame, points, colors, alphas);
|
||||
var rope = new Rope(this.scene, 0, 0, key, frame, points, horizontal, colors, alphas);
|
||||
|
||||
if (addToScene !== undefined)
|
||||
{
|
||||
|
|
|
@ -89,6 +89,9 @@ var RopeWebGLRenderer = function (renderer, src, interpolationPercentage, camera
|
|||
src.updateVertices();
|
||||
}
|
||||
|
||||
var debugCallback = src.debugCallback;
|
||||
var debugVerts = [];
|
||||
|
||||
for (var i = 0; i < meshVerticesLength; i += 2)
|
||||
{
|
||||
var x = vertices[i + 0];
|
||||
|
@ -111,6 +114,17 @@ var RopeWebGLRenderer = function (renderer, src, interpolationPercentage, camera
|
|||
vertexViewU32[++vertexOffset] = getTint(colors[colorIndex], camera.alpha * (alphas[colorIndex] * alpha));
|
||||
|
||||
colorIndex++;
|
||||
|
||||
if (debugCallback)
|
||||
{
|
||||
debugVerts[i + 0] = tx;
|
||||
debugVerts[i + 1] = ty;
|
||||
}
|
||||
}
|
||||
|
||||
if (debugCallback)
|
||||
{
|
||||
debugCallback.call(src, src, meshVerticesLength, debugVerts);
|
||||
}
|
||||
|
||||
pipeline.vertexCount += vertexCount;
|
||||
|
|
|
@ -127,7 +127,7 @@ var Sprite = new Class({
|
|||
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
|
||||
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Sprite} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
play: function (key, ignoreIfPlaying, startFrame)
|
||||
{
|
||||
|
|
|
@ -588,7 +588,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {(string|string[])} value - The string, or array of strings, to be set as the content of this Text object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setText: function (value)
|
||||
{
|
||||
|
@ -629,7 +629,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {object} style - The style settings to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setStyle: function (style)
|
||||
{
|
||||
|
@ -663,7 +663,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {string} font - The font family or font settings to set.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setFont: function (font)
|
||||
{
|
||||
|
@ -692,7 +692,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {string} family - The font family.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setFontFamily: function (family)
|
||||
{
|
||||
|
@ -707,7 +707,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {number} size - The font size.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setFontSize: function (size)
|
||||
{
|
||||
|
@ -722,7 +722,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {string} style - The font style.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setFontStyle: function (style)
|
||||
{
|
||||
|
@ -740,7 +740,7 @@ var Text = new Class({
|
|||
* @param {number} width - The fixed width to set. `0` disables fixed width.
|
||||
* @param {number} height - The fixed height to set. `0` disables fixed height.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setFixedSize: function (width, height)
|
||||
{
|
||||
|
@ -755,7 +755,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {string} color - The background color.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setBackgroundColor: function (color)
|
||||
{
|
||||
|
@ -775,7 +775,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {(string|any)} color - The text fill style. Can be any valid CanvasRenderingContext `fillStyle` value.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setFill: function (fillStyle)
|
||||
{
|
||||
|
@ -790,7 +790,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {string} color - The text fill color.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setColor: function (color)
|
||||
{
|
||||
|
@ -806,7 +806,7 @@ var Text = new Class({
|
|||
* @param {string} color - The stroke color.
|
||||
* @param {number} thickness - The stroke thickness.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setStroke: function (color, thickness)
|
||||
{
|
||||
|
@ -826,7 +826,7 @@ var Text = new Class({
|
|||
* @param {boolean} [shadowStroke=false] - Whether to stroke the shadow.
|
||||
* @param {boolean} [shadowFill=true] - Whether to fill the shadow.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setShadow: function (x, y, color, blur, shadowStroke, shadowFill)
|
||||
{
|
||||
|
@ -842,7 +842,7 @@ var Text = new Class({
|
|||
* @param {number} x - The horizontal shadow offset.
|
||||
* @param {number} y - The vertical shadow offset.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setShadowOffset: function (x, y)
|
||||
{
|
||||
|
@ -857,7 +857,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {string} color - The shadow color.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setShadowColor: function (color)
|
||||
{
|
||||
|
@ -872,7 +872,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {number} blur - The shadow blur radius.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setShadowBlur: function (blur)
|
||||
{
|
||||
|
@ -887,7 +887,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {boolean} enabled - Whether shadow stroke is enabled or not.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setShadowStroke: function (enabled)
|
||||
{
|
||||
|
@ -902,7 +902,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {boolean} enabled - Whether shadow fill is enabled or not.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setShadowFill: function (enabled)
|
||||
{
|
||||
|
@ -920,7 +920,7 @@ var Text = new Class({
|
|||
* algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false,
|
||||
* spaces and whitespace are left as is.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setWordWrapWidth: function (width, useAdvancedWrap)
|
||||
{
|
||||
|
@ -939,7 +939,7 @@ var Text = new Class({
|
|||
* newline characters in place to indicate where breaks should happen.
|
||||
* @param {object} [scope=null] - The scope that will be applied when the callback is invoked.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setWordWrapCallback: function (callback, scope)
|
||||
{
|
||||
|
@ -958,7 +958,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {string} [align='left'] - The text alignment for multi-line text.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setAlign: function (align)
|
||||
{
|
||||
|
@ -981,7 +981,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {number} value - The resolution for this Text object to use.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setResolution: function (value)
|
||||
{
|
||||
|
@ -999,7 +999,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {number} value - The amount to add to the font height to achieve the overall line height.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setLineSpacing: function (value)
|
||||
{
|
||||
|
@ -1023,7 +1023,7 @@ var Text = new Class({
|
|||
* @param {number} right - The right padding value.
|
||||
* @param {number} bottom - The bottom padding value.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setPadding: function (left, top, right, bottom)
|
||||
{
|
||||
|
@ -1082,7 +1082,7 @@ var Text = new Class({
|
|||
*
|
||||
* @param {integer} [max=0] - The maximum number of lines to draw.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
setMaxLines: function (max)
|
||||
{
|
||||
|
@ -1095,7 +1095,7 @@ var Text = new Class({
|
|||
* @method Phaser.GameObjects.Text#updateText
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Text} This Text object.
|
||||
* @return {this} This Text object.
|
||||
*/
|
||||
updateText: function ()
|
||||
{
|
||||
|
|
|
@ -156,7 +156,7 @@ var Zone = new Class({
|
|||
* @param {number} height - The height of this Game Object.
|
||||
* @param {boolean} [resizeInput=true] - If this Zone has a Rectangle for a hit area this argument will resize the hit area as well.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Zone} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setSize: function (width, height, resizeInput)
|
||||
{
|
||||
|
@ -188,7 +188,7 @@ var Zone = new Class({
|
|||
* @param {number} width - The width of this Game Object.
|
||||
* @param {number} height - The height of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Zone} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDisplaySize: function (width, height)
|
||||
{
|
||||
|
@ -207,7 +207,7 @@ var Zone = new Class({
|
|||
*
|
||||
* @param {number} radius - The radius of the Circle that will form the Drop Zone.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Zone} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setCircleDropZone: function (radius)
|
||||
{
|
||||
|
@ -224,7 +224,7 @@ var Zone = new Class({
|
|||
* @param {number} width - The width of the rectangle drop zone.
|
||||
* @param {number} height - The height of the rectangle drop zone.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Zone} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setRectangleDropZone: function (width, height)
|
||||
{
|
||||
|
@ -240,7 +240,7 @@ var Zone = new Class({
|
|||
* @param {object} shape - A Geometry shape instance, such as Phaser.Geom.Ellipse, or your own custom shape.
|
||||
* @param {Phaser.Types.Input.HitAreaCallback} callback - A function that will return `true` if the given x/y coords it is sent are within the shape.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Zone} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDropZone: function (shape, callback)
|
||||
{
|
||||
|
|
|
@ -368,7 +368,7 @@ var LoaderPlugin = new Class({
|
|||
*
|
||||
* @param {string} [url] - The URL to use. Leave empty to reset.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} This Loader object.
|
||||
* @return {this} This Loader object.
|
||||
*/
|
||||
setBaseURL: function (url)
|
||||
{
|
||||
|
@ -408,7 +408,7 @@ var LoaderPlugin = new Class({
|
|||
*
|
||||
* @param {string} [path] - The path to use. Leave empty to reset.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} This Loader object.
|
||||
* @return {this} This Loader object.
|
||||
*/
|
||||
setPath: function (path)
|
||||
{
|
||||
|
@ -437,7 +437,7 @@ var LoaderPlugin = new Class({
|
|||
*
|
||||
* @param {string} [prefix] - The prefix to use. Leave empty to reset.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} This Loader object.
|
||||
* @return {this} This Loader object.
|
||||
*/
|
||||
setPrefix: function (prefix)
|
||||
{
|
||||
|
@ -463,7 +463,7 @@ var LoaderPlugin = new Class({
|
|||
*
|
||||
* @param {string} [crossOrigin] - The value to use for the `crossOrigin` property in the load request.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} This Loader object.
|
||||
* @return {this} This Loader object.
|
||||
*/
|
||||
setCORS: function (crossOrigin)
|
||||
{
|
||||
|
@ -952,7 +952,7 @@ var LoaderPlugin = new Class({
|
|||
* @param {*} data - The JSON data, ready parsed.
|
||||
* @param {string} [filename=file.json] - The name to save the JSON file as.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} This Loader plugin.
|
||||
* @return {this} This Loader plugin.
|
||||
*/
|
||||
saveJSON: function (data, filename)
|
||||
{
|
||||
|
@ -972,7 +972,7 @@ var LoaderPlugin = new Class({
|
|||
* @param {string} [filename=file.json] - The filename to save the file as.
|
||||
* @param {string} [filetype=application/json] - The file type to use when saving the file. Defaults to JSON.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} This Loader plugin.
|
||||
* @return {this} This Loader plugin.
|
||||
*/
|
||||
save: function (data, filename, filetype)
|
||||
{
|
||||
|
|
|
@ -171,7 +171,7 @@ var AnimationJSONFile = new Class({
|
|||
* @param {string} [dataKey] - When the Animation JSON file loads only this property will be stored in the Cache and used to create animation data.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('animation', function (key, url, dataKey, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -211,7 +211,7 @@ var AtlasJSONFile = new Class({
|
|||
* @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('atlas', function (key, textureURL, atlasURL, textureXhrSettings, atlasXhrSettings)
|
||||
{
|
||||
|
|
|
@ -205,7 +205,7 @@ var AtlasXMLFile = new Class({
|
|||
* @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas xml file. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('atlasXML', function (key, textureURL, atlasURL, textureXhrSettings, atlasXhrSettings)
|
||||
{
|
||||
|
|
|
@ -220,7 +220,7 @@ AudioFile.getAudioURL = function (game, urls)
|
|||
* @param {any} [config] - An object containing an `instances` property for HTML5Audio. Defaults to 1.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('audio', function (key, urls, config, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -238,7 +238,7 @@ var AudioSpriteFile = new Class({
|
|||
* @param {Phaser.Types.Loader.XHRSettingsObject} [audioXhrSettings] - An XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [jsonXhrSettings] - An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader.
|
||||
* @return {this} The Loader.
|
||||
*/
|
||||
FileTypesManager.register('audioSprite', function (key, jsonURL, audioURL, audioConfig, audioXhrSettings, jsonXhrSettings)
|
||||
{
|
||||
|
|
|
@ -153,7 +153,7 @@ var BinaryFile = new Class({
|
|||
* @param {any} [dataType] - Optional type to cast the binary file to once loaded. For example, `Uint8Array`.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('binary', function (key, url, dataType, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -205,7 +205,7 @@ var BitmapFontFile = new Class({
|
|||
* @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the font image file. Used in replacement of the Loaders default XHR Settings.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [fontDataXhrSettings] - An XHR Settings configuration object for the font data xml file. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('bitmapFont', function (key, textureURL, fontDataURL, textureXhrSettings, fontDataXhrSettings)
|
||||
{
|
||||
|
|
|
@ -139,7 +139,7 @@ var CSSFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.css`, i.e. if `key` was "alien" then the URL will be "alien.css".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('css', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -382,7 +382,7 @@ var GLSLFile = new Class({
|
|||
* @param {string} [shaderType='fragment'] - The type of shader. Either `fragment` for a fragment shader, or `vertex` for a vertex shader. This is ignored if you load a shader bundle.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('glsl', function (key, url, shaderType, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -146,7 +146,7 @@ var HTMLFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.html`, i.e. if `key` was "alien" then the URL will be "alien.html".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('html', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -229,7 +229,7 @@ var HTMLTextureFile = new Class({
|
|||
* @param {integer} [height=512] - The height of the texture the HTML will be rendered to.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('htmlTexture', function (key, url, width, height, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -245,7 +245,7 @@ var ImageFile = new Class({
|
|||
* @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('image', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -201,7 +201,7 @@ var JSONFile = new Class({
|
|||
* @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('json', function (key, url, dataKey, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -295,7 +295,7 @@ var MultiAtlasFile = new Class({
|
|||
* @param {string} [baseURL] - Optional Base URL to use when loading the textures defined in the atlas data.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('multiatlas', function (key, atlasURL, path, baseURL, atlasXhrSettings)
|
||||
{
|
||||
|
|
|
@ -179,7 +179,7 @@ var MultiScriptFile = new Class({
|
|||
* @param {string} [extension='js'] - The default file extension to use if no url is provided.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for these files.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('scripts', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -186,7 +186,7 @@ var PackFile = new Class({
|
|||
* @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('pack', function (key, url, packKey, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -183,7 +183,7 @@ var PluginFile = new Class({
|
|||
* @param {string} [mapping] - If this plugin is to be injected into the Scene, this is the property key used.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('plugin', function (key, url, start, mapping, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -309,7 +309,7 @@ var SVGFile = new Class({
|
|||
* @param {Phaser.Types.Loader.FileTypes.SVGSizeConfig} [svgConfig] - The svg size configuration object.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('svg', function (key, url, svgConfig, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -192,7 +192,7 @@ var SceneFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('sceneFile', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -177,7 +177,7 @@ var ScenePluginFile = new Class({
|
|||
* @param {string} [sceneKey] - If this plugin is to be added to the Scene, this is the property key for it.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('scenePlugin', function (key, url, systemKey, sceneKey, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -142,7 +142,7 @@ var ScriptFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('script', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -162,7 +162,7 @@ var SpriteSheetFile = new Class({
|
|||
* @param {Phaser.Types.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. At a minimum it should have a `frameWidth` property.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('spritesheet', function (key, url, frameConfig, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -146,7 +146,7 @@ var TextFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('text', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -166,7 +166,7 @@ var TilemapCSVFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.csv`, i.e. if `key` was "alien" then the URL will be "alien.csv".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('tilemapCSV', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -127,7 +127,7 @@ var TilemapImpactFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('tilemapImpact', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -127,7 +127,7 @@ var TilemapJSONFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('tilemapTiledJSON', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -204,7 +204,7 @@ var UnityAtlasFile = new Class({
|
|||
* @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('unityAtlas', function (key, textureURL, atlasURL, textureXhrSettings, atlasXhrSettings)
|
||||
{
|
||||
|
|
|
@ -350,7 +350,7 @@ VideoFile.getVideoURL = function (game, urls)
|
|||
* @param {boolean} [noAudio=false] - Does the video have an audio track? If not you can enable auto-playing on it.
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('video', function (key, urls, loadEvent, asBlob, noAudio, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -156,7 +156,7 @@ var XMLFile = new Class({
|
|||
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.xml`, i.e. if `key` was "alien" then the URL will be "alien.xml".
|
||||
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
* @return {this} The Loader instance.
|
||||
*/
|
||||
FileTypesManager.register('xml', function (key, url, xhrSettings)
|
||||
{
|
||||
|
|
|
@ -8,6 +8,7 @@ var Bodies = require('./lib/factory/Bodies');
|
|||
var Body = require('./lib/body/Body');
|
||||
var Class = require('../../utils/Class');
|
||||
var Components = require('./components');
|
||||
var EventEmitter = require('eventemitter3');
|
||||
var GetFastValue = require('../../utils/object/GetFastValue');
|
||||
var HasValue = require('../../utils/object/HasValue');
|
||||
var Vertices = require('./lib/geometry/Vertices');
|
||||
|
@ -27,6 +28,7 @@ var Vertices = require('./lib/geometry/Vertices');
|
|||
*
|
||||
* @class TileBody
|
||||
* @memberof Phaser.Physics.Matter
|
||||
* @extends Phaser.Events.EventEmitter
|
||||
* @constructor
|
||||
* @since 3.0.0
|
||||
*
|
||||
|
@ -45,6 +47,8 @@ var Vertices = require('./lib/geometry/Vertices');
|
|||
*/
|
||||
var MatterTileBody = new Class({
|
||||
|
||||
Extends: EventEmitter,
|
||||
|
||||
Mixins: [
|
||||
Components.Bounce,
|
||||
Components.Collision,
|
||||
|
@ -60,6 +64,8 @@ var MatterTileBody = new Class({
|
|||
|
||||
function MatterTileBody (world, tile, options)
|
||||
{
|
||||
EventEmitter.call(this);
|
||||
|
||||
/**
|
||||
* The tile object the body is associated with.
|
||||
*
|
||||
|
@ -300,6 +306,7 @@ var MatterTileBody = new Class({
|
|||
{
|
||||
this.removeBody();
|
||||
this.tile.physics.matterBody = undefined;
|
||||
this.removeAllListeners();
|
||||
}
|
||||
|
||||
});
|
||||
|
|
|
@ -456,8 +456,11 @@ var CanvasRenderer = new Class({
|
|||
{
|
||||
camera.emit(CameraEvents.POST_RENDER, camera);
|
||||
|
||||
if (camera.renderToGame)
|
||||
{
|
||||
scene.sys.context.drawImage(camera.canvas, cx, cy);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
|
@ -1940,6 +1940,8 @@ var WebGLRenderer = new Class({
|
|||
|
||||
camera.emit(CameraEvents.POST_RENDER, camera);
|
||||
|
||||
if (camera.renderToGame)
|
||||
{
|
||||
TextureTintPipeline.projOrtho(0, TextureTintPipeline.width, TextureTintPipeline.height, 0, -1000.0, 1000.0);
|
||||
|
||||
var getTint = Utils.getTintAppendFloatAlpha;
|
||||
|
@ -1967,6 +1969,7 @@ var WebGLRenderer = new Class({
|
|||
this.defaultCamera,
|
||||
null
|
||||
);
|
||||
}
|
||||
|
||||
// Force clear the current texture so that items next in the batch (like Graphics) don't try and use it
|
||||
this.setBlankTexture(true);
|
||||
|
|
Loading…
Reference in a new issue