Improved docs

This commit is contained in:
Richard Davey 2020-09-04 13:58:34 +01:00
parent 66f4ab69e7
commit cee9ca00eb

View file

@ -136,8 +136,12 @@ var Sprite = new Class({
/**
* Start playing the given animation on this Sprite.
*
* Animations in Phaser belong to the global Animation Manager. This means multiple Sprites can all play the same
* animation. The following code shows how to create a global repeating animation. The animation will be created
* Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
*
* The benefit of a global animation is that multiple Sprites can all play the same animation, without
* having to duplicate the data. You can just create it once and then play it on any Sprite.
*
* The following code shows how to create a global repeating animation. The animation will be created
* from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
*
* ```javascript
@ -148,10 +152,15 @@ var Sprite = new Class({
* repeat: -1
* };
*
* // This code should be run from within a Scene:
* this.anims.create(config);
* ```
*
* With the animation created, you can now play it on this Sprite:
* However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
* you can call the `Animation.create` method instead. It accepts the exact same parameters as when
* creating a global animation, however the resulting data is kept locally in this Sprite.
*
* With the animation created, either globally or locally, you can now play it on this Sprite:
*
* ```javascript
* this.add.sprite(x, y).play('run');
@ -164,6 +173,13 @@ var Sprite = new Class({
* this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });
* ```
*
* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* If you need a Sprite to be able to play both local and global animations, make sure they don't
* have conflicting keys.
*
* See the documentation for the `PlayAnimationConfig` config object for more details about this.
*
* Also, see the documentation in the Animation Manager for further details on creating animations.
@ -185,10 +201,14 @@ var Sprite = new Class({
},
/**
* Start playing the given animation on this Sprite in reverse.
* Start playing the given animation on this Sprite, in reverse.
*
* Animations in Phaser belong to the global Animation Manager. This means multiple Sprites can all play the same
* animation. The following code shows how to create a global repeating animation. The animation will be created
* Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
*
* The benefit of a global animation is that multiple Sprites can all play the same animation, without
* having to duplicate the data. You can just create it once and then play it on any Sprite.
*
* The following code shows how to create a global repeating animation. The animation will be created
* from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
*
* ```javascript
@ -199,10 +219,15 @@ var Sprite = new Class({
* repeat: -1
* };
*
* // This code should be run from within a Scene:
* this.anims.create(config);
* ```
*
* With the animation created, you can now play it on this Sprite:
* However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
* you can call the `Animation.create` method instead. It accepts the exact same parameters as when
* creating a global animation, however the resulting data is kept locally in this Sprite.
*
* With the animation created, either globally or locally, you can now play it on this Sprite:
*
* ```javascript
* this.add.sprite(x, y).playReverse('run');
@ -215,6 +240,13 @@ var Sprite = new Class({
* this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });
* ```
*
* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* If you need a Sprite to be able to play both local and global animations, make sure they don't
* have conflicting keys.
*
* See the documentation for the `PlayAnimationConfig` config object for more details about this.
*
* Also, see the documentation in the Animation Manager for further details on creating animations.
@ -245,6 +277,10 @@ var Sprite = new Class({
*
* If no animation is currently running, the given one begins after the delay.
*
* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* Prior to Phaser 3.50 this method was called 'delayedPlay'.
*
* @method Phaser.GameObjects.Components.Animation#playAfterDelay
@ -264,13 +300,18 @@ var Sprite = new Class({
},
/**
* Waits for the current animation to complete one 'repeat' cycle, then starts playback of the given animation.
* Waits for the current animation to complete the `repeatCount` number of repeat cycles, then starts playback
* of the given animation.
*
* You can use this to ensure there are no harsh 'jumps' between two sets of animations, i.e. going from an
* idle animation to a walking animation.
* You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an
* idle animation to a walking animation, by making them blend smoothly into each other.
*
* If no animation is currently running, the given one will start immediately.
*
* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* @method Phaser.GameObjects.Components.Animation#playAfterRepeat
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
@ -295,12 +336,18 @@ var Sprite = new Class({
*
* An animation set to repeat forever will never enter a completed state.
*
* You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its `animationcomplete` event).
* You can chain a new animation at any point, including before the current one starts playing, during it,
* or when it ends (via its `animationcomplete` event).
*
* Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.
* Chained animations are specific to a Game Object, meaning different Game Objects can have different chained
* animations without impacting the animation they're playing.
*
* Call this method with no arguments to reset all currently chained animations.
*
* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* @method Phaser.GameObjects.Sprite#chain
* @since 3.50.0
*
@ -359,7 +406,7 @@ var Sprite = new Class({
},
/**
* Stops the current animation from playing when it next repeats.
* Stops the current animation from playing after the given number of repeats.
*
* It then dispatches the `ANIMATION_STOP` series of events.
*