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https://github.com/photonstorm/phaser
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Documented most of the Animation component class and some of the Animation class.
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2 changed files with 16 additions and 14 deletions
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@ -510,8 +510,8 @@ var Animation = new Class({
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* @private
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* @private
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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* @param {Phaser.GameObjects.Components.Animation} component - [description]
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* @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to load values into.
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* @param {integer} startFrame - [description]
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* @param {integer} startFrame - The start frame of the animation to load.
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*/
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*/
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load: function (component, startFrame)
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load: function (component, startFrame)
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{
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{
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@ -547,7 +547,7 @@ var Animation = new Class({
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*
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*
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* @param {float} value - A value between 0 and 1.
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* @param {float} value - A value between 0 and 1.
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*
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*
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* @return {Phaser.Animations.AnimationFrame} [description]
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* @return {Phaser.Animations.AnimationFrame} The frame closest to the given progress value.
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*/
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*/
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getFrameByProgress: function (value)
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getFrameByProgress: function (value)
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{
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{
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@ -557,12 +557,12 @@ var Animation = new Class({
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},
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},
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/**
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/**
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* [description]
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* Advance the animation frame.
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*
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*
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* @method Phaser.Animations.Animation#nextFrame
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* @method Phaser.Animations.Animation#nextFrame
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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* @param {Phaser.GameObjects.Components.Animation} component - [description]
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* @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to advance.
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*/
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*/
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nextFrame: function (component)
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nextFrame: function (component)
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{
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{
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@ -381,8 +381,8 @@ var Animation = new Class({
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* @protected
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* @protected
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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* @param {string} key - [description]
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* @param {string} key - The key of the animation to load.
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* @param {integer} [startFrame=0] - [description]
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* @param {integer} [startFrame=0] - The start frame of the animation to load.
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*
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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*/
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@ -549,7 +549,7 @@ var Animation = new Class({
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* @method Phaser.GameObjects.Components.Animation#setProgress
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* @method Phaser.GameObjects.Components.Animation#setProgress
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* @since 3.4.0
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* @since 3.4.0
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*
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*
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* @param {float} [value=0] - [description]
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* @param {float} [value=0] - The progress value, between 0 and 1.
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*
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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*/
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@ -610,7 +610,7 @@ var Animation = new Class({
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* @method Phaser.GameObjects.Components.Animation#setRepeat
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* @method Phaser.GameObjects.Components.Animation#setRepeat
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* @since 3.4.0
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* @since 3.4.0
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*
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*
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* @param {integer} value - [description]
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* @param {integer} value - The number of times that the animation should repeat.
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*
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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*/
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@ -662,7 +662,7 @@ var Animation = new Class({
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* @method Phaser.GameObjects.Components.Animation#restart
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* @method Phaser.GameObjects.Components.Animation#restart
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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* @param {boolean} [includeDelay=false] - [description]
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* @param {boolean} [includeDelay=false] - Whether to include the delay value of the animation when restarting.
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*
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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*/
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@ -812,10 +812,10 @@ var Animation = new Class({
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* @method Phaser.GameObjects.Components.Animation#update
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* @method Phaser.GameObjects.Components.Animation#update
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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* @param {number} timestamp - [description]
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* @param {number} time - The current timestamp.
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* @param {number} delta - The delta time, in ms, elapsed since the last frame.
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* @param {number} delta - The delta time, in ms, elapsed since the last frame.
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*/
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*/
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update: function (timestamp, delta)
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update: function (time, delta)
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{
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{
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if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused)
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if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused)
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{
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{
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@ -882,7 +882,7 @@ var Animation = new Class({
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* @private
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* @private
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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* @param {Phaser.Animations.AnimationFrame} animationFrame - [description]
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* @param {Phaser.Animations.AnimationFrame} animationFrame - The animation frame to change to.
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*/
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*/
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updateFrame: function (animationFrame)
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updateFrame: function (animationFrame)
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{
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{
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@ -941,7 +941,9 @@ var Animation = new Class({
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},
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},
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/**
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/**
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* [description]
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* Destroy this Animation component.
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*
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* Unregisters event listeners and cleans up its references.
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*
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*
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* @method Phaser.GameObjects.Components.Animation#destroy
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* @method Phaser.GameObjects.Components.Animation#destroy
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* @since 3.0.0
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* @since 3.0.0
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