2.2 doc files.

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photonstorm 2014-11-15 20:01:46 +00:00
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@ -3,11 +3,14 @@
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<title>Phaser Source: D:/wamp/www/phaser/src/physics/ninja/AABB.js</title>
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/ninja/AABB.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/ninja/AABB.js</h1>
<section>
<article>
@ -1597,7 +1985,7 @@ Phaser.Physics.Ninja.AABB.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: animation/Animation.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/animation/Animation.js</title>
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</ul>
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: animation/Animation.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/animation/Animation.js</h1>
<section>
<article>
@ -733,8 +1121,8 @@ Phaser.Animation.prototype = {
this.paused = false;
this.loopCount = 0;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._timeLastFrame = this.game.time.time;
this._timeNextFrame = this.game.time.time + this.delay;
this._frameIndex = 0;
@ -769,8 +1157,8 @@ Phaser.Animation.prototype = {
this.paused = false;
this.loopCount = 0;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._timeLastFrame = this.game.time.time;
this._timeNextFrame = this.game.time.time + this.delay;
this._frameIndex = 0;
@ -819,7 +1207,7 @@ Phaser.Animation.prototype = {
{
for (var i = 0; i &lt; this._frames.length; i++)
{
if (this.frames[i] === frameIndex)
if (this._frames[i] === frameIndex)
{
frameIndex = i;
}
@ -833,7 +1221,7 @@ Phaser.Animation.prototype = {
this._frameIndex = frameIndex - 1;
// Make the animation update at next update
this._timeNextFrame = this.game.time.now;
this._timeNextFrame = this.game.time.time;
this.update();
}
@ -880,7 +1268,7 @@ Phaser.Animation.prototype = {
if (this.isPlaying)
{
this._frameDiff = this._timeNextFrame - this.game.time.now;
this._frameDiff = this._timeNextFrame - this.game.time.time;
}
},
@ -894,7 +1282,7 @@ Phaser.Animation.prototype = {
if (this.isPlaying)
{
this._timeNextFrame = this.game.time.now + this._frameDiff;
this._timeNextFrame = this.game.time.time + this._frameDiff;
}
},
@ -911,14 +1299,14 @@ Phaser.Animation.prototype = {
return false;
}
if (this.isPlaying && this.game.time.now >= this._timeNextFrame)
if (this.isPlaying && this.game.time.time >= this._timeNextFrame)
{
this._frameSkip = 1;
// Lagging?
this._frameDiff = this.game.time.now - this._timeNextFrame;
this._frameDiff = this.game.time.time - this._timeNextFrame;
this._timeLastFrame = this.game.time.now;
this._timeLastFrame = this.game.time.time;
if (this._frameDiff > this.delay)
{
@ -928,7 +1316,7 @@ Phaser.Animation.prototype = {
}
// And what's left now?
this._timeNextFrame = this.game.time.now + (this.delay - this._frameDiff);
this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);
this._frameIndex += this._frameSkip;
@ -1158,14 +1546,14 @@ Object.defineProperty(Phaser.Animation.prototype, 'paused', {
if (value)
{
// Paused
this._pauseStartTime = this.game.time.now;
this._pauseStartTime = this.game.time.time;
}
else
{
// Un-paused
if (this.isPlaying)
{
this._timeNextFrame = this.game.time.now + this.delay;
this._timeNextFrame = this.game.time.time + this.delay;
}
}
@ -1359,7 +1747,7 @@ Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zer
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: animation/AnimationManager.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/animation/AnimationManager.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: animation/AnimationManager.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/animation/AnimationManager.js</h1>
<section>
<article>
@ -1166,7 +1554,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: animation/AnimationParser.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/animation/AnimationParser.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
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</ul>
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: animation/AnimationParser.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/animation/AnimationParser.js</h1>
<section>
<article>
@ -874,7 +1262,7 @@ Phaser.AnimationParser = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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@ -3,11 +3,14 @@
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@ -58,6 +65,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: particles/arcade/ArcadeParticles.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/particles/arcade/ArcadeParticles.js</h1>
<section>
<article>
@ -576,7 +964,7 @@ Phaser.Particles.Arcade = {};</pre>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: core/ArrayList.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/core/ArrayList.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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@ -32,6 +35,10 @@
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/ArrayList.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/ArrayList.js</h1>
<section>
<article>
@ -775,7 +1163,7 @@ Phaser.ArrayList.prototype.constructor = Phaser.ArrayList;
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@ -3,11 +3,14 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: sound/AudioSprite.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/sound/AudioSprite.js</h1>
<section>
<article>
@ -702,7 +1090,7 @@ Phaser.AudioSprite.prototype.constructor = Phaser.AudioSprite;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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@ -3,11 +3,14 @@
<html lang="en">
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<title>Phaser Source: D:/wamp/www/phaser/src/gameobjects/BitmapData.js</title>
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: gameobjects/BitmapData.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/gameobjects/BitmapData.js</h1>
<section>
<article>
@ -2375,7 +2763,7 @@ Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/arcade/Body.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/arcade/Body.js</title>
<!--[if lt IE 9]>
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@ -32,6 +35,10 @@
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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<a href="global.html#createFluidLayer">createFluidLayer</a>
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<a href="global.html#createFullLayer">createFullLayer</a>
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<a href="global.html#debug">debug</a>
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<a href="global.html#destroy">destroy</a>
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/arcade/Body.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/arcade/Body.js</h1>
<section>
<article>
@ -1395,7 +1783,7 @@ Phaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
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View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/ninja/Body.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/ninja/Body.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
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<a href="PIXI.html">PIXI</a>
</li>
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@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/ninja/Body.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/ninja/Body.js</h1>
<section>
<article>
@ -1134,7 +1522,7 @@ Phaser.Physics.Ninja.Body.render = function(context, body, color, filled) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -3,11 +3,14 @@
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<title>Phaser Source: physics/p2/Body.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/p2/Body.js</title>
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@ -32,6 +35,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/Body.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/Body.js</h1>
<section>
<article>
@ -2340,7 +2728,7 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "collideWorldBounds", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/p2/BodyDebug.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/p2/BodyDebug.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
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<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.Text.html">Text</a>
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<a href="PIXI.Texture.html">Texture</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
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<a href="global.html#onResize">onResize</a>
</li>
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<a href="global.html#originalEvent">originalEvent</a>
</li>
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<a href="global.html#refresh">refresh</a>
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<a href="global.html#reset">reset</a>
</li>
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<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/BodyDebug.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/BodyDebug.js</h1>
<section>
<article>
@ -727,7 +1115,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
if (typeof color === 'undefined') { color = 0xffffff; }
g.lineStyle(lineWidth, 0x000000, 1);
g.beginFill(color, 1.0);
g.drawCircle(x, y, -radius);
g.drawCircle(x, y, -radius*2);
g.endFill();
g.moveTo(x, y);
g.lineTo(x + radius * Math.cos(-angle), y + radius * Math.sin(-angle));
@ -991,7 +1379,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

File diff suppressed because it is too large Load diff

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: loader/Cache.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/loader/Cache.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
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<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
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<a href="PIXI.Matrix.html">Matrix</a>
</li>
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<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
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<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
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<a href="PIXI.Point.html">Point</a>
</li>
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<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
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<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
<li class="class-depth-0">
<a href="global.html#refresh">refresh</a>
</li>
<li class="class-depth-0">
<a href="global.html#reset">reset</a>
</li>
<li class="class-depth-0">
<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: loader/Cache.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/loader/Cache.js</h1>
<section>
<article>
@ -565,6 +953,11 @@ Phaser.Cache = function (game) {
*/
this.game = game;
/**
* @property {boolean} autoResolveURL - Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method.
*/
this.autoResolveURL = false;
/**
* @property {object} _canvases - Canvas key-value container.
* @private
@ -785,18 +1178,24 @@ Phaser.Cache.prototype = {
},
/**
* Add a BitmapData object in to the cache.
* Add a BitmapData object to the cache.
*
* @method Phaser.Cache#addBitmapData
* @param {string} key - Asset key for this BitmapData.
* @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.
* @param {Phaser.FrameData} [frameData] - Optional FrameData set associated with the given BitmapData.
* @param {Phaser.FrameData|null} [frameData=(auto create)] - Optional FrameData set associated with the given BitmapData. If not specified (or `undefined`) a new FrameData object is created containing the Bitmap's Frame. If `null` is supplied then no FrameData will be created.
* @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.
*/
addBitmapData: function (key, bitmapData, frameData) {
bitmapData.key = key;
if (typeof frameData === 'undefined')
{
frameData = new Phaser.FrameData();
frameData.addFrame(bitmapData.textureFrame);
}
this._bitmapDatas[key] = { data: bitmapData, frameData: frameData };
return bitmapData;
@ -840,7 +1239,7 @@ Phaser.Cache.prototype = {
this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax, margin, spacing);
this._urlMap[this._resolveUrl(url)] = this._images[key];
this._resolveURL(url, this._images[key]);
},
@ -857,7 +1256,7 @@ Phaser.Cache.prototype = {
this._tilemaps[key] = { url: url, data: mapData, format: format };
this._urlMap[this._resolveUrl(url)] = this._tilemaps[key];
this._resolveURL(url, this._tilemaps[key]);
},
@ -891,7 +1290,7 @@ Phaser.Cache.prototype = {
this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);
}
this._urlMap[this._resolveUrl(url)] = this._images[key];
this._resolveURL(url, this._images[key]);
},
@ -917,7 +1316,7 @@ Phaser.Cache.prototype = {
this._bitmapFont[key] = PIXI.BitmapText.fonts[key];
this._urlMap[this._resolveUrl(url)] = this._bitmapFont[key];
this._resolveURL(url, this._bitmapFont[key]);
},
@ -934,7 +1333,7 @@ Phaser.Cache.prototype = {
this._physics[key] = { url: url, data: JSONData, format: format };
this._urlMap[this._resolveUrl(url)] = this._physics[key];
this._resolveURL(url, this._physics[key]);
},
@ -992,7 +1391,7 @@ Phaser.Cache.prototype = {
this._text[key] = { url: url, data: data };
this._urlMap[this._resolveUrl(url)] = this._text[key];
this._resolveURL(url, this._text[key]);
},
@ -1008,7 +1407,7 @@ Phaser.Cache.prototype = {
this._json[key] = { url: url, data: data };
this._urlMap[this._resolveUrl(url)] = this._json[key];
this._resolveURL(url, this._json[key]);
},
@ -1024,10 +1423,12 @@ Phaser.Cache.prototype = {
this._xml[key] = { url: url, data: data };
this._resolveURL(url, this._xml[key]);
},
/**
* Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
* Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM.
*
* @method Phaser.Cache#addImage
* @param {string} key - The unique key by which you will reference this object.
@ -1045,7 +1446,7 @@ Phaser.Cache.prototype = {
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._urlMap[this._resolveUrl(url)] = this._images[key];
this._resolveURL(url, this._images[key]);
},
@ -1073,7 +1474,7 @@ Phaser.Cache.prototype = {
this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag, locked: this.game.sound.touchLocked };
this._urlMap[this._resolveUrl(url)] = this._sounds[key];
this._resolveURL(url, this._sounds[key]);
},
@ -1161,6 +1562,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getCanvas: Invalid key: "' + key + '"');
return null;
}
},
@ -1181,6 +1583,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getBitmapData: Invalid key: "' + key + '"');
return null;
}
},
@ -1201,6 +1604,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getBitmapFont: Invalid key: "' + key + '"');
return null;
}
},
@ -1247,7 +1651,6 @@ Phaser.Cache.prototype = {
{
return fixture;
}
}
// We did not find the requested fixture
@ -1445,14 +1848,17 @@ Phaser.Cache.prototype = {
/**
* Checks if the given URL has been loaded into the Cache.
* This method will only work if Cache.autoResolveURL was set to `true` before any preloading took place.
* The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefox
* which may cause double-load instances.
*
* @method Phaser.Cache#checkUrl
* @method Phaser.Cache#checkURL
* @param {string} url - The url to check for in the cache.
* @return {boolean} True if the url exists, otherwise false.
*/
checkUrl: function (url) {
checkURL: function (url) {
if (this._urlMap[this._resolveUrl(url)])
if (this._urlMap[this._resolveURL(url)])
{
return true;
}
@ -1462,11 +1868,11 @@ Phaser.Cache.prototype = {
},
/**
* Get image data by key.
* Gets an image by its key. Note that this returns a DOM Image object, not a Phaser object.
*
* @method Phaser.Cache#getImage
* @param {string} key - Asset key of the image to retrieve from the Cache.
* @return {object} The image data if found in the Cache, otherwise `null`.
* @return {Image} The Image object if found in the Cache, otherwise `null`.
*/
getImage: function (key) {
@ -1498,6 +1904,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getTilemapData: Invalid key: "' + key + '"');
return null;
}
},
@ -1609,7 +2016,31 @@ Phaser.Cache.prototype = {
/**
* Get a RenderTexture by key.
*
* @method Phaser.Cache#getRenderTexture
* @param {string} key - Asset key of the RenderTexture to retrieve from the Cache.
* @return {Phaser.RenderTexture} The RenderTexture object.
*/
getRenderTexture: function (key) {
if (this._textures[key])
{
return this._textures[key];
}
else
{
console.warn('Phaser.Cache.getTexture: Invalid key: "' + key + '"');
return null;
}
},
/**
* DEPRECATED: Please use Cache.getRenderTexture instead. This method will be removed in Phaser 2.2.0.
*
* Get a RenderTexture by key.
*
* @method Phaser.Cache#getTexture
* @deprecated Please use Cache.getRenderTexture instead. This method will be removed in Phaser 2.2.0.
* @param {string} key - Asset key of the RenderTexture to retrieve from the Cache.
* @return {Phaser.RenderTexture} The RenderTexture object.
*/
@ -1642,6 +2073,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getSound: Invalid key: "' + key + '"');
return null;
}
},
@ -1662,6 +2094,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getSoundData: Invalid key: "' + key + '"');
return null;
}
},
@ -1729,6 +2162,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getText: Invalid key: "' + key + '"');
return null;
}
},
@ -1749,6 +2183,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getJSON: Invalid key: "' + key + '"');
return null;
}
},
@ -1769,6 +2204,7 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getXML: Invalid key: "' + key + '"');
return null;
}
},
@ -1789,27 +2225,50 @@ Phaser.Cache.prototype = {
else
{
console.warn('Phaser.Cache.getBinary: Invalid key: "' + key + '"');
return null;
}
},
/**
* Get a cached object by the URL.
* This only returns a value if you set Cache.autoResolveURL to `true` *before* starting the preload of any assets.
* Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices.
*
* @method Phaser.Cache#getURL
* @param {string} url - The url for the object loaded to get from the cache.
* @return {object} The cached object.
*/
getURL: function (url) {
var url = this._resolveURL(url);
if (url)
{
return this._urlMap[url];
}
else
{
console.warn('Phaser.Cache.getUrl: Invalid url: "' + url + '" or Cache.autoResolveURL was false');
return null;
}
},
/**
* DEPRECATED: Please use Cache.getURL instead.
* Get a cached object by the URL.
* This only returns a value if you set Cache.autoResolveURL to `true` *before* starting the preload of any assets.
* Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices.
*
* @method Phaser.Cache#getUrl
* @deprecated Please use Cache.getURL instead.
* @param {string} url - The url for the object loaded to get from the cache.
* @return {object} The cached object.
*/
getUrl: function (url) {
if (this._urlMap[this._resolveUrl(url)])
{
return this._urlMap[this._resolveUrl(url)];
}
else
{
console.warn('Phaser.Cache.getUrl: Invalid url: "' + url + '"');
}
return this.getURL(url);
},
@ -2015,14 +2474,21 @@ Phaser.Cache.prototype = {
},
/**
* Resolves a URL to its absolute form.
* Resolves a URL to its absolute form and stores it in Cache._urlMap as long as Cache.autoResolveURL is set to `true`.
* This is then looked-up by the Cache.getURL and Cache.checkURL calls.
*
* @method Phaser.Cache#_resolveUrl
* @param {string} url - The URL to resolve.
* @return {string} The resolved URL.
* @method Phaser.Cache#_resolveURL
* @private
* @param {string} url - The URL to resolve. This is appended to Loader.baseURL.
* @param {object} [data] - The data associated with the URL to be stored to the URL Map.
* @return {string} The resolved URL.
*/
_resolveUrl: function (url) {
_resolveURL: function (url, data) {
if (!this.autoResolveURL)
{
return null;
}
this._urlResolver.src = this.game.load.baseURL + url;
@ -2031,6 +2497,12 @@ Phaser.Cache.prototype = {
// Ensure no request is actually made
this._urlResolver.src = '';
// Record the URL to the map
if (data)
{
this._urlMap[this._urlTemp] = data;
}
return this._urlTemp;
},
@ -2135,7 +2607,7 @@ Phaser.Cache.prototype.constructor = Phaser.Cache;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: core/Camera.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/core/Camera.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
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<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
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</li>
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</li>
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<a href="PIXI.Matrix.html">Matrix</a>
</li>
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<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
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<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
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<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
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<a href="PIXI.Stage.html">Stage</a>
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<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.Text.html">Text</a>
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</li>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
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<a href="global.html#refresh">refresh</a>
</li>
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<a href="global.html#reset">reset</a>
</li>
<li class="class-depth-0">
<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/Camera.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/Camera.js</h1>
<section>
<article>
@ -598,7 +986,8 @@ Phaser.Camera = function (game, id, x, y, width, height) {
/**
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world.
* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
*
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
*/
this.bounds = new Phaser.Rectangle(x, y, width, height);
@ -1062,7 +1451,7 @@ Object.defineProperty(Phaser.Camera.prototype, "height", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: system/Canvas.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/system/Canvas.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
<li class="class-depth-0">
<a href="global.html#refresh">refresh</a>
</li>
<li class="class-depth-0">
<a href="global.html#reset">reset</a>
</li>
<li class="class-depth-0">
<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: system/Canvas.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/system/Canvas.js</h1>
<section>
<article>
@ -588,55 +976,6 @@ Phaser.Canvas = {
},
/**
* Get the DOM offset values of any given element
* @method Phaser.Canvas.getOffset
* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
*/
getOffset: function (element, point) {
point = point || new Phaser.Point();
var box = element.getBoundingClientRect();
var clientTop = element.clientTop || document.body.clientTop || 0;
var clientLeft = element.clientLeft || document.body.clientLeft || 0;
// Without this check Chrome is now throwing console warnings about strict vs. quirks :(
var scrollTop = 0;
var scrollLeft = 0;
if (document.compatMode === 'CSS1Compat')
{
scrollTop = window.pageYOffset || document.documentElement.scrollTop || element.scrollTop || 0;
scrollLeft = window.pageXOffset || document.documentElement.scrollLeft || element.scrollLeft || 0;
}
else
{
scrollTop = window.pageYOffset || document.body.scrollTop || element.scrollTop || 0;
scrollLeft = window.pageXOffset || document.body.scrollLeft || element.scrollLeft || 0;
}
point.x = box.left + scrollLeft - clientLeft;
point.y = box.top + scrollTop - clientTop;
return point;
},
/**
* Returns the aspect ratio of the given canvas.
*
* @method Phaser.Canvas.getAspectRatio
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
* @return {number} The ratio between canvas' width and height.
*/
getAspectRatio: function (canvas) {
return canvas.width / canvas.height;
},
/**
* Sets the background color behind the canvas. This changes the canvas style property.
*
@ -859,6 +1198,27 @@ Phaser.Canvas = {
}
};
/**
* Get the DOM offset values of any given element
*
* @method Phaser.Canvas.getOffset
* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
* @deprecated 2.1.4 - Use {@link Phaser.DOM.getOffset}
*/
Phaser.Canvas.getOffset = Phaser.DOM.getOffset;
/**
* Returns the aspect ratio of the given canvas.
*
* @method Phaser.Canvas.getAspectRatio
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
* @return {number} The ratio between canvas' width and height.
* @deprecated 2.1.4 - User {@link Phaser.DOM.getAspectRatio}
*/
Phaser.Canvas.getAspectRatio = Phaser.DOM.getAspectRatio;
</pre>
</article>
</section>
@ -880,7 +1240,7 @@ Phaser.Canvas = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/p2/CollisionGroup.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/p2/CollisionGroup.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
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</li>
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/CollisionGroup.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/CollisionGroup.js</h1>
<section>
<article>
@ -586,7 +974,7 @@ Phaser.Physics.P2.CollisionGroup = function (bitmask) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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@ -3,11 +3,14 @@
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<title>Phaser Source: utils/Color.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/utils/Color.js</title>
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@ -32,6 +35,10 @@
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: utils/Color.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/utils/Color.js</h1>
<section>
<article>
@ -1094,20 +1482,24 @@ Phaser.Color = {
/**
* Converts a hex string into a Phaser Color object.
*
* The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed.
*
* An alpha channel is _not_ supported.
*
* @method Phaser.Color.hexToColor
* @static
* @param {string} hex - The hex string to convert. Can be in the short-hand format `#03f` or `#0033ff`.
* @param {string} hex - The color string in a hex format.
* @param {object} [out] - An object into which 3 properties will be created or set: r, g and b. If not provided a new object will be created.
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
*/
hexToColor: function (hex, out) {
// Expand shorthand form (e.g. "03F") to full form (e.g. "0033FF")
hex = hex.replace(/^#?([a-f\d])([a-f\d])([a-f\d])$/i, function(m, r, g, b) {
hex = hex.replace(/^(?:#|0x)?([a-f\d])([a-f\d])([a-f\d])$/i, function(m, r, g, b) {
return r + r + g + g + b + b;
});
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
var result = /^(?:#|0x)?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (result)
{
@ -1134,11 +1526,13 @@ Phaser.Color = {
/**
* Converts a CSS 'web' string into a Phaser Color object.
*
* The web string can be in the format `'rgb(r,g,b)'` or `'rgba(r,g,b,a)'` where r/g/b are in the range [0..255] and a is in the range [0..1].
*
* @method Phaser.Color.webToColor
* @static
* @param {string} web - The web string in the format: 'rgba(r,g,b,a)'
* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
* @param {string} web - The color string in CSS 'web' format.
* @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
* @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
*/
webToColor: function (web, out) {
@ -1147,19 +1541,72 @@ Phaser.Color = {
out = Phaser.Color.createColor();
}
var result = /^rgba?\((\d+),\s*(\d+),\s*(\d+)(?:,\s*(\d+(?:\.\d+)?))?\)$/.exec(web);
var result = /^rgba?\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d+(?:\.\d+)?))?\s*\)$/.exec(web);
if (result)
{
out.r = parseInt(result[1], 10);
out.g = parseInt(result[2], 10);
out.b = parseInt(result[3], 10);
out.a = result[4] !== undefined ? parseFloat(result[4]) : 1;
}
return out;
},
/**
* Converts a value - a "hex" string, a "CSS 'web' string", or a number - into red, green, blue, and alpha components.
*
* The value can be a string (see `hexToColor` and `webToColor` for the supported formats) or a packed integer (see `getRGB`).
*
* An alpha channel is _not_ supported when specifying a hex string.
*
* @method Phaser.Color.valueToColor
* @static
* @param {string|number} value - The color expressed as a recognized string format or a packed integer.
* @param {object} [out] - The object to use for the output. If not provided a new object will be created.
* @return {object} The (`out`) object with the red, green, blue, and alpha values set as the r/g/b/a properties.
*/
valueToColor: function (value, out) {
// The behavior is not consistent between hexToColor/webToColor on invalid input.
// This unifies both by returning a new object, but returning null may be better.
if (!out)
{
out = Phaser.Color.createColor();
}
if (typeof value === 'string')
{
if (value.indexOf('rgb') === 0)
{
return Phaser.Color.webToColor(value, out);
}
else
{
// `hexToColor` does not support alpha; match `createColor`.
out.a = 1;
return Phaser.Color.hexToColor(value, out);
}
}
else if (typeof value === 'number')
{
// `getRGB` does not take optional object to modify;
// alpha is also adjusted to match `createColor`.
var tempColor = Phaser.Color.getRGB(value);
out.r = tempColor.r;
out.g = tempColor.g;
out.b = tempColor.b;
out.a = tempColor.a / 255;
return out;
}
else
{
return out;
}
},
/**
* Return a string containing a hex representation of the given color component.
@ -1478,7 +1925,7 @@ Phaser.Color = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/p2/ContactMaterial.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/p2/ContactMaterial.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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<a href="global.html#createFluidLayer">createFluidLayer</a>
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<a href="global.html#createFullLayer">createFullLayer</a>
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<a href="global.html#destroy">destroy</a>
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</ul>
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/ContactMaterial.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/ContactMaterial.js</h1>
<section>
<article>
@ -628,7 +1016,7 @@ Phaser.Physics.P2.ContactMaterial.prototype.constructor = Phaser.Physics.P2.Cont
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: utils/Debug.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/utils/Debug.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
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</li>
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class="caret"></b></a>
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<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
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<a href="global.html#originalEvent">originalEvent</a>
</li>
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</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: utils/Debug.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/utils/Debug.js</h1>
<section>
<article>
@ -553,7 +941,8 @@
/**
* A collection of methods for displaying debug information about game objects.
* If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display list and bind a canvas texture
* to it, which must be uploaded every frame. Be advised: this is expenive.
* to it, which must be uploaded every frame. Be advised: this is very expensive, especially in browsers like Firefox. So please only enable Debug
* in WebGL mode if you really need it (or your desktop can cope with it well) and disable it for production!
* If your game is using a Canvas renderer then the debug information is literally drawn on the top of the active game canvas and no Sprite is used.
*
* @class Phaser.Utils.Debug
@ -568,30 +957,20 @@ Phaser.Utils.Debug = function (game) {
this.game = game;
/**
* @property {PIXI.Sprite} sprite - If debugging in WebGL mode we need this.
* @property {Phaser.Image} sprite - If debugging in WebGL mode we need this.
*/
this.sprite = null;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
* @property {Phaser.BitmapData} bmd - In WebGL mode this BitmapData contains a copy of the debug canvas.
*/
this.bmd = null;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which Debug calls draws.
*/
this.canvas = null;
/**
* @property {PIXI.BaseTexture} baseTexture - Required Pixi var.
*/
this.baseTexture = null;
/**
* @property {PIXI.Texture} texture - Required Pixi var.
*/
this.texture = null;
/**
* @property {Phaser.Frame} textureFrame - Dimensions of the renderable area.
*/
this.textureFrame = null;
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
*/
@ -659,13 +1038,12 @@ Phaser.Utils.Debug.prototype = {
}
else
{
this.bmd = this.game.make.bitmapData(this.game.width, this.game.height);
this.sprite = this.game.make.image(0, 0, this.bmd);
this.game.stage.addChild(this.sprite);
this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, '', true);
this.context = this.canvas.getContext('2d');
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.texture = new PIXI.Texture(this.baseTexture);
this.textureFrame = new Phaser.Frame(0, 0, 0, this.game.width, this.game.height, 'debug', this.game.rnd.uuid());
this.sprite = this.game.make.image(0, 0, this.texture, this.textureFrame);
this.game.stage.addChild(this.sprite);
}
},
@ -679,6 +1057,9 @@ Phaser.Utils.Debug.prototype = {
if (this.dirty && this.sprite)
{
this.bmd.clear();
this.bmd.draw(this.canvas, 0, 0);
this.context.clearRect(0, 0, this.game.width, this.game.height);
this.dirty = false;
}
@ -699,7 +1080,7 @@ Phaser.Utils.Debug.prototype = {
if (this.sprite)
{
this.baseTexture.dirty();
this.bmd.clear();
}
},
@ -727,10 +1108,7 @@ Phaser.Utils.Debug.prototype = {
this.currentAlpha = this.context.globalAlpha;
this.columnWidth = columnWidth;
if (this.sprite)
{
this.dirty = true;
}
this.context.save();
this.context.setTransform(1, 0, 0, 1, 0, 0);
@ -752,11 +1130,6 @@ Phaser.Utils.Debug.prototype = {
this.context.restore();
this.context.globalAlpha = this.currentAlpha;
if (this.sprite)
{
this.baseTexture.dirty();
}
},
/**
@ -1393,7 +1766,7 @@ Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
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@ -3,11 +3,14 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/DistanceConstraint.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/DistanceConstraint.js</h1>
<section>
<article>
@ -614,7 +1002,7 @@ Phaser.Physics.P2.DistanceConstraint.prototype.constructor = Phaser.Physics.P2.D
<span class="jsdoc-message">
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: tween/Easing.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/tween/Easing.js</h1>
<section>
<article>
@ -1130,7 +1518,7 @@ Phaser.Easing.Default = Phaser.Easing.Linear.None;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -3,11 +3,14 @@
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<head>
<meta charset="utf-8">
<title>Phaser Source: geom/Ellipse.js</title>
<title>Phaser Source: d:/wamp/www/phaser/src/pixi/geom/Ellipse.js</title>
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@ -58,6 +65,10 @@
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@ -522,10 +537,383 @@
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@ -540,316 +928,102 @@
<h1 class="page-title">Source: geom/Ellipse.js</h1>
<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/geom/Ellipse.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @author Chad Engler &lt;chad@pantherdev.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
* @author Chad Engler &lt;chad@pantherdev.com>
*/
/**
* Creates a Ellipse object. A curve on a plane surrounding two focal points.
*
* @class Phaser.Ellipse
* @constructor
* @param {number} [x=0] - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} [y=0] - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} [width=0] - The overall width of this ellipse.
* @param {number} [height=0] - The overall height of this ellipse.
*/
Phaser.Ellipse = function (x, y, width, height) {
this.type = Phaser.ELLIPSE;
x = x || 0;
y = y || 0;
width = width || 0;
height = height || 0;
* The Ellipse object can be used to specify a hit area for displayObjects
*
* @class Ellipse
* @constructor
* @param x {Number} The X coordinate of the center of the ellipse
* @param y {Number} The Y coordinate of the center of the ellipse
* @param width {Number} The half width of this ellipse
* @param height {Number} The half height of this ellipse
*/
PIXI.Ellipse = function(x, y, width, height)
{
/**
* @property x
* @type Number
* @default 0
*/
this.x = x || 0;
/**
* @property {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @property y
* @type Number
* @default 0
*/
this.x = x;
this.y = y || 0;
/**
* @property {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @property width
* @type Number
* @default 0
*/
this.y = y;
this.width = width || 0;
/**
* @property {number} width - The overall width of this ellipse.
* @property height
* @type Number
* @default 0
*/
this.width = width;
/**
* @property {number} height - The overall height of this ellipse.
*/
this.height = height;
this.height = height || 0;
};
Phaser.Ellipse.prototype = {
/**
* Sets the members of the Ellipse to the specified values.
* @method Phaser.Ellipse#setTo
* @param {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} width - The overall width of this ellipse.
* @param {number} height - The overall height of this ellipse.
* @return {Phaser.Ellipse} This Ellipse object.
/**
* Creates a clone of this Ellipse instance
*
* @method clone
* @return {Ellipse} a copy of the ellipse
*/
setTo: function (x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
return this;
},
/**
* Returns the framing rectangle of the ellipse as a Phaser.Rectangle object.
* @method Phaser.Ellipse#getBounds
* @return {Phaser.Rectangle} The bounds of the Circle.
*/
getBounds: function () {
return new Phaser.Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);
},
/**
* Copies the x, y, width and height properties from any given object to this Ellipse.
* @method Phaser.Ellipse#copyFrom
* @param {any} source - The object to copy from.
* @return {Phaser.Ellipse} This Ellipse object.
*/
copyFrom: function (source) {
return this.setTo(source.x, source.y, source.width, source.height);
},
/**
* Copies the x, y, width and height properties from this Ellipse to any given object.
* @method Phaser.Ellipse#copyTo
* @param {any} dest - The object to copy to.
* @return {Object} This dest object.
*/
copyTo: function(dest) {
dest.x = this.x;
dest.y = this.y;
dest.width = this.width;
dest.height = this.height;
return dest;
},
/**
* Returns a new Ellipse object with the same values for the x, y, width, and height properties as this Ellipse object.
* @method Phaser.Ellipse#clone
* @param {Phaser.Ellipse} output - Optional Ellipse object. If given the values will be set into the object, otherwise a brand new Ellipse object will be created and returned.
* @return {Phaser.Ellipse} The cloned Ellipse object.
*/
clone: function(output) {
if (typeof output === "undefined" || output === null)
{
output = new Phaser.Ellipse(this.x, this.y, this.width, this.height);
}
else
{
output.setTo(this.x, this.y, this.width, this.height);
}
return output;
},
/**
* Return true if the given x/y coordinates are within this Ellipse object.
* @method Phaser.Ellipse#contains
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
* @return {boolean} True if the coordinates are within this ellipse, otherwise false.
*/
contains: function (x, y) {
return Phaser.Ellipse.contains(this, x, y);
},
/**
* Returns a string representation of this object.
* @method Phaser.Ellipse#toString
* @return {string} A string representation of the instance.
*/
toString: function () {
return "[{Phaser.Ellipse (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]";
}
PIXI.Ellipse.prototype.clone = function()
{
return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
};
Phaser.Ellipse.prototype.constructor = Phaser.Ellipse;
/**
* The left coordinate of the Ellipse. The same as the X coordinate.
* @name Phaser.Ellipse#left
* @propety {number} left - Gets or sets the value of the leftmost point of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "left", {
get: function () {
return this.x;
},
set: function (value) {
this.x = value;
}
});
/**
* The x coordinate of the rightmost point of the Ellipse. Changing the right property of an Ellipse object has no effect on the x property, but does adjust the width.
* @name Phaser.Ellipse#right
* @property {number} right - Gets or sets the value of the rightmost point of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "right", {
get: function () {
return this.x + this.width;
},
set: function (value) {
if (value &lt; this.x)
{
this.width = 0;
}
else
{
this.width = this.x + value;
}
}
});
/**
* The top of the Ellipse. The same as its y property.
* @name Phaser.Ellipse#top
* @property {number} top - Gets or sets the top of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "top", {
get: function () {
return this.y;
},
set: function (value) {
this.y = value;
}
});
/**
* The sum of the y and height properties. Changing the bottom property of an Ellipse doesn't adjust the y property, but does change the height.
* @name Phaser.Ellipse#bottom
* @property {number} bottom - Gets or sets the bottom of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "bottom", {
get: function () {
return this.y + this.height;
},
set: function (value) {
if (value &lt; this.y)
{
this.height = 0;
}
else
{
this.height = this.y + value;
}
}
});
/**
* Determines whether or not this Ellipse object is empty. Will return a value of true if the Ellipse objects dimensions are less than or equal to 0; otherwise false.
* If set to true it will reset all of the Ellipse objects properties to 0. An Ellipse object is empty if its width or height is less than or equal to 0.
* @name Phaser.Ellipse#empty
* @property {boolean} empty - Gets or sets the empty state of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "empty", {
get: function () {
return (this.width === 0 || this.height === 0);
},
set: function (value) {
if (value === true)
{
this.setTo(0, 0, 0, 0);
}
}
});
/**
* Return true if the given x/y coordinates are within the Ellipse object.
* @method Phaser.Ellipse.contains
* @param {Phaser.Ellipse} a - The Ellipse to be checked.
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
* @return {boolean} True if the coordinates are within this ellipse, otherwise false.
*/
Phaser.Ellipse.contains = function (a, x, y) {
if (a.width &lt;= 0 || a.height &lt;= 0)
{
* Checks whether the x and y coordinates given are contained within this ellipse
*
* @method contains
* @param x {Number} The X coordinate of the point to test
* @param y {Number} The Y coordinate of the point to test
* @return {Boolean} Whether the x/y coords are within this ellipse
*/
PIXI.Ellipse.prototype.contains = function(x, y)
{
if(this.width &lt;= 0 || this.height &lt;= 0)
return false;
}
// Normalize the coords to an ellipse with center 0,0 and a radius of 0.5
var normx = ((x - a.x) / a.width) - 0.5;
var normy = ((y - a.y) / a.height) - 0.5;
//normalize the coords to an ellipse with center 0,0
var normx = ((x - this.x) / this.width),
normy = ((y - this.y) / this.height);
normx *= normx;
normy *= normy;
return (normx + normy &lt; 0.25);
return (normx + normy &lt;= 1);
};
/**
* Returns the framing rectangle of the ellipse as a Phaser.Rectangle object.
* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object
*
* @method Phaser.Ellipse.getBounds
* @return {Phaser.Rectangle} The framing rectangle
* @method getBounds
* @return {Rectangle} the framing rectangle
*/
Phaser.Ellipse.prototype.getBounds = function() {
return new Phaser.Rectangle(this.x, this.y, this.width, this.height);
PIXI.Ellipse.prototype.getBounds = function()
{
return new PIXI.Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);
};
// Because PIXI uses its own Ellipse, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Ellipse = Phaser.Ellipse;
// constructor
PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;
</pre>
</article>
</section>
@ -871,7 +1045,7 @@ PIXI.Ellipse = Phaser.Ellipse;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

1305
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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: particles/arcade/Emitter.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/particles/arcade/Emitter.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
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@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
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<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
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</li>
@ -98,6 +109,10 @@
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<a href="Phaser.DOM.html">DOM</a>
</li>
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<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
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</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
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<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
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<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
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<a href="global.html#debug">debug</a>
</li>
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<a href="global.html#destroy">destroy</a>
</li>
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<a href="global.html#onResize">onResize</a>
</li>
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<a href="global.html#originalEvent">originalEvent</a>
</li>
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<a href="global.html#refresh">refresh</a>
</li>
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<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: particles/arcade/Emitter.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/particles/arcade/Emitter.js</h1>
<section>
<article>
@ -797,24 +1185,7 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
if (this.on)
{
if (this._explode)
{
this._counter = 0;
do
{
this.emitParticle();
this._counter++;
}
while (this._counter &lt; this._quantity);
this.on = false;
}
else
{
if (this.game.time.now >= this._timer)
if (this.on && this.game.time.time >= this._timer)
{
this.emitParticle();
@ -828,9 +1199,7 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
}
}
this._timer = this.game.time.now + this.frequency;
}
}
this._timer = this.game.time.time + this.frequency * this.game.time.slowMotion;
}
var i = this.children.length;
@ -897,6 +1266,7 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
}
particle.body.collideWorldBounds = collideWorldBounds;
particle.body.skipQuadTree = true;
particle.exists = false;
particle.visible = false;
@ -984,23 +1354,24 @@ Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, f
this.revive();
this.visible = true;
this.on = true;
this._explode = explode;
this.lifespan = lifespan;
this.frequency = frequency;
if (explode || forceQuantity)
{
this._quantity = quantity;
for (var i = 0; i &lt; quantity; i++)
{
this.emitParticle();
}
}
else
{
this.on = true;
this._quantity += quantity;
}
this._counter = 0;
this._timer = this.game.time.now + frequency;
this._timer = this.game.time.time + frequency * this.game.time.slowMotion;
}
};
@ -1399,7 +1770,7 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: gameobjects/Events.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/gameobjects/Events.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
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<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
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</li>
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<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
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<ul class="dropdown-menu ">
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<a href="global.html#createFixedLayer">createFixedLayer</a>
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<a href="global.html#createFluidLayer">createFluidLayer</a>
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: gameobjects/Events.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/gameobjects/Events.js</h1>
<section>
<article>
@ -582,6 +970,11 @@ Phaser.Events = function (sprite) {
*/
this.onRemovedFromGroup = new Phaser.Signal();
/**
* @property {Phaser.Signal} onRemovedFromWorld - This signal is dispatched if this item or any of its parents are removed from the game world.
*/
this.onRemovedFromWorld = new Phaser.Signal();
/**
* @property {Phaser.Signal} onDestroy - This signal is dispatched when the parent is destoyed.
*/
@ -677,6 +1070,7 @@ Phaser.Events.prototype = {
this.onDestroy.dispose();
this.onAddedToGroup.dispose();
this.onRemovedFromGroup.dispose();
this.onRemovedFromWorld.dispose();
this.onKilled.dispose();
this.onRevived.dispose();
this.onOutOfBounds.dispose();
@ -724,7 +1118,7 @@ Phaser.Events.prototype.constructor = Phaser.Events;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: core/Filter.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/core/Filter.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
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<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
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</li>
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</li>
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</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
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<a href="global.html#refresh">refresh</a>
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<a href="global.html#reset">reset</a>
</li>
<li class="class-depth-0">
<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/Filter.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/Filter.js</h1>
<section>
<article>
@ -755,7 +1143,7 @@ Object.defineProperty(Phaser.Filter.prototype, 'height', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

1029
docs/FilterBlock.js.html Normal file

File diff suppressed because it is too large Load diff

1109
docs/FilterTexture.js.html Normal file

File diff suppressed because it is too large Load diff

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/p2/FixtureList.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/p2/FixtureList.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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<a href="PIXI.Ellipse.html">Ellipse</a>
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<a href="PIXI.Event.html">Event</a>
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</li>
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
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<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
</li>
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<a href="PIXI.GrayFilter.html">GrayFilter</a>
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
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<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
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<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
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<a href="global.html#createFullLayer">createFullLayer</a>
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<a href="global.html#debug">debug</a>
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<a href="global.html#destroy">destroy</a>
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</ul>
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</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/FixtureList.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/FixtureList.js</h1>
<section>
<article>
@ -796,7 +1184,7 @@ Phaser.Physics.P2.FixtureList.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: core/FlexGrid.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/core/FlexGrid.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
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<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
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<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
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<a href="Phaser.DOM.html">DOM</a>
</li>
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<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
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<a href="global.html#createFullLayer">createFullLayer</a>
</li>
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</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/FlexGrid.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/FlexGrid.js</h1>
<section>
<article>
@ -792,6 +1180,9 @@ Phaser.FlexGrid.prototype = {
*/
onResize: function (width, height) {
this.ratioH = width / height;
this.ratioV = height / width;
this.refresh(width, height);
},
@ -813,8 +1204,8 @@ Phaser.FlexGrid.prototype = {
this.scaleFull.set(this.boundsFull.width / this.width, this.boundsFull.height / this.height);
this.boundsFull.width = this.manager.width * this.scaleFluidInversed.x;
this.boundsFull.height = this.manager.height * this.scaleFluidInversed.y;
this.boundsFull.width = Math.round(this.manager.width * this.scaleFluidInversed.x);
this.boundsFull.height = Math.round(this.manager.height * this.scaleFluidInversed.y);
this.boundsFluid.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
this.boundsNone.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
@ -822,23 +1213,14 @@ Phaser.FlexGrid.prototype = {
this.positionFluid.set(this.boundsFluid.x, this.boundsFluid.y);
this.positionNone.set(this.boundsNone.x, this.boundsNone.y);
// Custom Layer
},
/*
if (this.customWidth > 0)
{
var customMultiplier = Math.min((this.manager.height / this.customHeight), (this.manager.width / this.customWidth));
fitSprite: function (sprite) {
this.boundsCustom.width = Math.round(this.customWidth * customMultiplier);
this.boundsCustom.height = Math.round(this.customHeight * customMultiplier);
this.manager.scaleSprite(sprite);
this.boundsCustom.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
this.scaleCustom.set(this.boundsCustom.width / this.width, this.boundsCustom.height / this.height);
this.positionCustom.set(this.boundsCustom.x, this.boundsCustom.y);
}
*/
sprite.x = this.manager.bounds.centerX;
sprite.y = this.manager.bounds.centerY;
},
@ -892,7 +1274,7 @@ Phaser.FlexGrid.prototype.constructor = Phaser.FlexGrid;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: core/FlexLayer.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/core/FlexLayer.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
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@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
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<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
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<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
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<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/FlexLayer.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/FlexLayer.js</h1>
<section>
<article>
@ -639,7 +1027,7 @@ Phaser.FlexLayer.prototype.debug = function () {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: animation/Frame.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/animation/Frame.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
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@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: animation/Frame.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/animation/Frame.js</h1>
<section>
<article>
@ -780,7 +1168,7 @@ Phaser.Frame.prototype.constructor = Phaser.Frame;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: animation/FrameData.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/animation/FrameData.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
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<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: animation/FrameData.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/animation/FrameData.js</h1>
<section>
<article>
@ -667,9 +1055,12 @@ Phaser.FrameData.prototype = {
output._frames.push(this._frames[i].clone());
}
for (var i = 0; i &lt; this._frameNames.length; i++)
for (var p in this._frameNames)
{
output._frameNames.push(this._frameNames[i]);
if (this._frameNames.hasOwnProperty(p))
{
output._frameNames.push(this._frameNames[p]);
}
}
return output;
@ -829,7 +1220,7 @@ Object.defineProperty(Phaser.FrameData.prototype, "total", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: core/Game.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/core/Game.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
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<a href="PIXI.html">PIXI</a>
</li>
</ul>
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@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
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</li>
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<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
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<a href="global.html#createFullLayer">createFullLayer</a>
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</li>
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/Game.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/Game.js</h1>
<section>
<article>
@ -591,17 +979,39 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
this.parent = '';
/**
* @property {number} width - The calculated game width in pixels.
* The current Game Width in pixels.
*
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
*
* @property {integer} width
* @readonly
* @default
*/
this.width = 800;
/**
* @property {number} height - The calculated game height in pixels.
* The current Game Height in pixels.
*
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
*
* @property {integer} height
* @readonly
* @default
*/
this.height = 600;
/**
* @property {integer} _width - Private internal var.
* @private
*/
this._width = 800;
/**
* @property {integer} _height - Private internal var.
* @private
*/
this._height = 600;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
* @default
@ -730,7 +1140,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
*/
this.device = null;
this.device = Phaser.Device;
/**
* @property {Phaser.Camera} camera - A handy reference to world.camera.
@ -810,8 +1220,41 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
*/
this._codePaused = false;
this._width = 800;
this._height = 600;
/**
* @property {number} _deltaTime - accumulate elapsed time until a logic update is due
* @private
*/
this._deltaTime = 0;
/**
* @property {number} _lastCount - remember how many 'catch-up' iterations were used on the logicUpdate last frame
* @private
*/
this._lastCount = 0;
/**
* @property {number} _spiralling - if the 'catch-up' iterations are spiralling out of control, this counter is incremented
* @private
*/
this._spiralling = 0;
/**
* @property {Phaser.Signal} fpsProblemNotifier - if the game is struggling to maintain the desiredFps, this signal will be dispatched
* to suggest that the program adjust it's fps closer to the Time.suggestedFps value
* @public
*/
this.fpsProblemNotifier = new Phaser.Signal();
/**
* @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
*/
this.forceSingleUpdate = false;
/**
* @property {number} _nextNotification - the soonest game.time.time value that the next fpsProblemNotifier can be dispatched
* @private
*/
this._nextFpsNotification = 0;
// Parse the configuration object (if any)
if (arguments.length === 1 && typeof arguments[0] === 'object')
@ -857,25 +1300,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
this.state = new Phaser.StateManager(this, state);
}
var _this = this;
this._onBoot = function () {
return _this.boot();
};
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else if(typeof window.cordova !== "undefined")
{
document.addEventListener('deviceready', this._onBoot, false);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
this.device.whenReady(this.boot, this);
return this;
@ -971,15 +1396,6 @@ Phaser.Game.prototype = {
return;
}
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.onBlur = new Phaser.Signal();
@ -987,8 +1403,6 @@ Phaser.Game.prototype = {
this.isBooted = true;
this.device = new Phaser.Device(this);
this.math = Phaser.Math;
this.scale = new Phaser.ScaleManager(this, this._width, this._height);
@ -996,8 +1410,6 @@ Phaser.Game.prototype = {
this.setUpRenderer();
this.device.checkFullScreenSupport();
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
@ -1040,7 +1452,6 @@ Phaser.Game.prototype = {
}
this.raf.start();
}
},
@ -1076,13 +1487,13 @@ Phaser.Game.prototype = {
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
'background: #7a66a3',
'background: #625186',
'color: #ffffff; background: #43375b;',
'background: #625186',
'background: #ccb9f2',
'background: #625186'
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
'background: #3db79f',
'background: #329582',
'color: #ffffff; background: #226558;',
'background: #329582',
'background: #3db79f',
'background: #ffffff'
];
for (var i = 0; i &lt; 3; i++)
@ -1192,6 +1603,78 @@ Phaser.Game.prototype = {
this.time.update(time);
// if the logic time is spiralling upwards, skip a frame entirely
if (this._spiralling > 1 && !this.forceSingleUpdate)
{
// cause an event to warn the program that this CPU can't keep up with the current desiredFps rate
if (this.time.time > this._nextFpsNotification)
{
// only permit one fps notification per 10 seconds
this._nextFpsNotification = this.time.time + 1000 * 10;
// dispatch the notification signal
this.fpsProblemNotifier.dispatch();
}
// reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped
this._deltaTime = 0;
this._spiralling = 0;
// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
}
else
{
// step size taking into account the slow motion speed
var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps;
// accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals
this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0);
// call the game update logic multiple times if necessary to "catch up" with dropped frames
// unless forceSingleUpdate is true
var count = 0;
while (this._deltaTime >= slowStep)
{
this._deltaTime -= slowStep;
this.updateLogic(1.0 / this.time.desiredFps);
count++;
if (this.forceSingleUpdate && count === 1)
{
break;
}
}
// detect spiralling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)
if (count > this._lastCount)
{
this._spiralling++;
}
else if (count &lt; this._lastCount)
{
// looks like it caught up successfully, reset the spiral alert counter
this._spiralling = 0;
}
this._lastCount = count;
// call the game render update exactly once every frame unless we're playing catch-up from a spiral condition
this.updateRender(this._deltaTime / slowStep);
}
},
/**
* Updates all logic subsystems in Phaser. Called automatically by Game.update.
*
* @method Phaser.Game#updateLogic
* @protected
* @param {number} timeStep - The current timeStep value as determined by Game.update.
*/
updateLogic: function (timeStep) {
if (!this._paused && !this.pendingStep)
{
if (this.stepping)
@ -1207,13 +1690,12 @@ Phaser.Game.prototype = {
}
this.physics.preUpdate();
this.state.preUpdate();
this.plugins.preUpdate();
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
this.stage.preUpdate();
this.state.update();
this.stage.update();
this.tweens.update();
this.sound.update();
this.input.update();
this.physics.update();
@ -1225,6 +1707,9 @@ Phaser.Game.prototype = {
}
else
{
// Scaling and device orientation changes are still reflected when paused.
this.scale.pauseUpdate();
this.state.pauseUpdate();
if (this.config['enableDebug'])
@ -1232,6 +1717,22 @@ Phaser.Game.prototype = {
this.debug.preUpdate();
}
}
},
/**
* Renders the display list. Called automatically by Game.update.
*
* @method Phaser.Game#updateRender
* @protected
* @param {number} elapsedTime - The time elapsed since the last update.
*/
updateRender: function (elapsedTime) {
// update tweens once every frame along with the render logic (to keep them smooth in slowMotion scenarios)
if (!this._paused && !this.pendingStep)
{
this.tweens.update(elapsedTime);
}
if (this.renderType != Phaser.HEADLESS)
{
@ -1317,7 +1818,33 @@ Phaser.Game.prototype = {
this.world = null;
this.isBooted = false;
if (this.renderType === Phaser.WEBGL)
{
PIXI.glContexts[this.renderer.glContextId] = null;
this.renderer.projection = null;
this.renderer.offset = null;
this.renderer.shaderManager.destroy();
this.renderer.spriteBatch.destroy();
this.renderer.maskManager.destroy();
this.renderer.filterManager.destroy();
this.renderer.shaderManager = null;
this.renderer.spriteBatch = null;
this.renderer.maskManager = null;
this.renderer.filterManager = null;
this.renderer.gl = null;
this.renderer.renderSession = null;
Phaser.Canvas.removeFromDOM(this.canvas);
}
else
{
this.renderer.destroy(true);
}
Phaser.GAMES[this.id] = null;
},
@ -1468,7 +1995,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: gameobjects/GameObjectCreator.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/gameobjects/GameObjectCreator.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
<li class="class-depth-0">
<a href="global.html#refresh">refresh</a>
</li>
<li class="class-depth-0">
<a href="global.html#reset">reset</a>
</li>
<li class="class-depth-0">
<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: gameobjects/GameObjectCreator.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/gameobjects/GameObjectCreator.js</h1>
<section>
<article>
@ -963,7 +1351,7 @@ Phaser.GameObjectCreator.prototype.constructor = Phaser.GameObjectCreator;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: gameobjects/GameObjectFactory.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/gameobjects/GameObjectFactory.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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<a href="PIXI.BitmapText.html">BitmapText</a>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
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<a href="PIXI.Circle.html">Circle</a>
</li>
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: gameobjects/GameObjectFactory.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/gameobjects/GameObjectFactory.js</h1>
<section>
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@ -1037,7 +1425,7 @@ Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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@ -3,11 +3,14 @@
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@ -32,6 +35,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: input/Gamepad.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/Gamepad.js</h1>
<section>
<article>
@ -551,8 +939,9 @@
*/
/**
* The Gamepad class handles looking after gamepad input for your game.
* Remember to call gamepad.start(); expecting input!
* The Gamepad class handles gamepad input and dispatches gamepad events.
*
* Remember to call `gamepad.start()`.
*
* HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!
* At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it
@ -590,11 +979,11 @@ Phaser.Gamepad = function (game) {
this._active = false;
/**
* You can disable all Gamepad Input by setting disabled to true. While true all new input related events will be ignored.
* @property {boolean} disabled - The disabled state of the Gamepad.
* Gamepad input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.disabled = false;
this.enabled = true;
/**
* Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation.
@ -682,7 +1071,8 @@ Phaser.Gamepad = function (game) {
Phaser.Gamepad.prototype = {
/**
* Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons
* Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons.
*
* @method Phaser.Gamepad#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {Object} callbacks - Object that takes six different callback methods:
@ -698,6 +1088,7 @@ Phaser.Gamepad.prototype = {
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
this.callbackContext = context;
}
},
@ -1026,6 +1417,24 @@ Phaser.Gamepad.prototype = {
Phaser.Gamepad.prototype.constructor = Phaser.Gamepad;
/**
* If disabled all Gamepad input will be ignored.
* @property {boolean} disabled
* @memberof Phaser.Gamepad
* @default false
* @deprecated Use {@link Phaser.Gamepad#enabled} instead
*/
Object.defineProperty(Phaser.Gamepad.prototype, "disabled", {
get: function () {
return !this.enabled;
},
set: function (value) {
this.enabled = !value;
}
});
/**
* If the gamepad input is active or not - if not active it should not be updated from Input.js
* @name Phaser.Gamepad#active
@ -1223,7 +1632,7 @@ Phaser.Gamepad.PS3XC_STICK_RIGHT_Y = 3; // analog stick, range -1..1
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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@ -3,11 +3,14 @@
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<title>Phaser Source: input/GamepadButton.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/input/GamepadButton.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
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</li>
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<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
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</li>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
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<a href="PIXI.Circle.html">Circle</a>
</li>
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
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<a href="global.html#destroy">destroy</a>
</li>
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<a href="global.html#onResize">onResize</a>
</li>
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</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: input/GamepadButton.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/GamepadButton.js</h1>
<section>
<article>
@ -650,7 +1038,7 @@ Phaser.GamepadButton.prototype = {
this.isDown = true;
this.isUp = false;
this.timeDown = this.game.time.now;
this.timeDown = this.game.time.time;
this.duration = 0;
this.repeats = 0;
this.value = value;
@ -670,7 +1058,7 @@ Phaser.GamepadButton.prototype = {
this.isDown = false;
this.isUp = true;
this.timeUp = this.game.time.now;
this.timeUp = this.game.time.time;
this.value = value;
this.onUp.dispatch(this, value);
@ -703,7 +1091,7 @@ Phaser.GamepadButton.prototype = {
duration = duration || 250;
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
return (this.isDown === true && (this.timeDown + duration) > this.game.time.time);
},
@ -718,7 +1106,7 @@ Phaser.GamepadButton.prototype = {
duration = duration || 250;
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
return (this.isUp === true && (this.timeUp + duration) > this.game.time.time);
},
@ -731,7 +1119,7 @@ Phaser.GamepadButton.prototype = {
this.isDown = false;
this.isUp = true;
this.timeDown = this.game.time.now;
this.timeDown = this.game.time.time;
this.duration = 0;
this.repeats = 0;
@ -777,7 +1165,7 @@ Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/p2/GearConstraint.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/p2/GearConstraint.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
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</li>
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<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/GearConstraint.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/GearConstraint.js</h1>
<section>
<article>
@ -605,7 +993,7 @@ Phaser.Physics.P2.GearConstraint.prototype.constructor = Phaser.Physics.P2.GearC
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: core/Group.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/core/Group.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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</li>
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/Group.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/Group.js</h1>
<section>
<article>
@ -585,25 +973,24 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
*/
this.name = name || 'group';
PIXI.DisplayObjectContainer.call(this);
if (addToStage)
{
this.game.stage.addChild(this);
}
else
{
if (parent)
{
parent.addChild(this);
}
}
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
PIXI.DisplayObjectContainer.call(this);
if (addToStage) {
this.game.stage.addChild(this);
this.z = this.game.stage.children.length;
}
else {
if (parent) {
parent.addChild(this);
this.z = parent.children.length;
}
}
/**
* @property {number} type - Internal Phaser Type value.
* @protected
@ -636,19 +1023,11 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
*/
this.classType = Phaser.Sprite;
/**
* @property {Phaser.Group|Phaser.Sprite} parent - The parent of this Group.
*/
/**
* @property {Phaser.Point} scale - The scale of the Group container.
*/
this.scale = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} pivot - The pivot point of the Group container.
*/
/**
* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
* The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor.
@ -678,7 +1057,7 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
this.physicsBodyType = physicsBodyType;
/**
* @property {Phaser.Signal} onDestroy - This signal is dispatched when the parent is destoyed.
* @property {Phaser.Signal} onDestroy - This signal is dispatched if this Group is destroyed.
*/
this.onDestroy = new Phaser.Signal();
@ -2149,7 +2528,7 @@ Phaser.Group.prototype.getRandom = function (startIndex, length) {
startIndex = startIndex || 0;
length = length || this.children.length;
return this.game.math.getRandom(this.children, startIndex, length);
return Phaser.ArrayUtils.getRandomItem(this.children, startIndex, length);
};
@ -2197,7 +2576,7 @@ Phaser.Group.prototype.remove = function (child, destroy, silent) {
};
/**
* Removes all children from this Group, setting the group properties of the children to `null`.
* Removes all children from this Group, setting the `parent` property of the children to `null`.
* The Group container remains on the display list.
*
* @method Phaser.Group#removeAll
@ -2453,7 +2832,7 @@ Object.defineProperty(Phaser.Group.prototype, "fixedToCamera", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: gameobjects/Image.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/gameobjects/Image.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
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@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
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<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
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<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
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<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
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</li>
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<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
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<a href="global.html#createFullLayer">createFullLayer</a>
</li>
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<a href="global.html#debug">debug</a>
</li>
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<a href="global.html#destroy">destroy</a>
</li>
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</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: gameobjects/Image.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/gameobjects/Image.js</h1>
<section>
<article>
@ -615,6 +1003,9 @@ Phaser.Image = function (game, x, y, key, frame) {
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
this.transformCallback = this.checkTransform;
this.transformCallbackContext = this;
this.position.set(x, y);
/**
@ -1173,6 +1564,114 @@ Phaser.Image.prototype.bringToTop = function() {
};
/**
* Adjust scaling limits, if set, to this Image.
*
* @method Phaser.Image#checkTransform
* @private
* @param {PIXI.Matrix} wt - The updated worldTransform matrix.
*/
Phaser.Image.prototype.checkTransform = function (wt) {
if (this.scaleMin)
{
if (wt.a &lt; this.scaleMin.x)
{
wt.a = this.scaleMin.x;
}
if (wt.d &lt; this.scaleMin.y)
{
wt.d = this.scaleMin.y;
}
}
if (this.scaleMax)
{
if (wt.a > this.scaleMax.x)
{
wt.a = this.scaleMax.x;
}
if (wt.d > this.scaleMax.y)
{
wt.d = this.scaleMax.y;
}
}
};
/**
* Sets the scaleMin and scaleMax values in one call.
* These values are used to limit how far this Image will scale (either up or down) based on its parent.
* For example if this Image has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used.
* By using these values you can carefully control how Images deal with responsive scaling.
*
* If only one parameter is given then that value will be used for both scaleMin and scaleMax:
* setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1
*
* If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:
* setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2
*
* If you wish to set scaleMin with different values for x and y then either modify Image.scaleMin directly, or pass `null` for the maxX and maxY parameters.
*
* Call setScaleMinMax(null) to clear both the scaleMin and scaleMax values.
*
* @method Phaser.Image#setScaleMinMax
* @memberof Phaser.Image
* @param {number|null} minX - The minimum horizontal scale value this Image can scale down to.
* @param {number|null} minY - The minimum vertical scale value this Image can scale down to.
* @param {number|null} maxX - The maximum horizontal scale value this Image can scale up to.
* @param {number|null} maxY - The maximum vertical scale value this Image can scale up to.
*/
Phaser.Image.prototype.setScaleMinMax = function (minX, minY, maxX, maxY) {
if (typeof minY === 'undefined')
{
// 1 parameter, set all to it
minY = maxX = maxY = minX;
}
else if (typeof maxX === 'undefined')
{
// 2 parameters, the first is min, the second max
maxX = maxY = minY;
minY = minX;
}
if (minX === null)
{
this.scaleMin = null;
}
else
{
if (this.scaleMin)
{
this.scaleMin.set(minX, minY);
}
else
{
this.scaleMin = new Phaser.Point(minX, minY);
}
}
if (maxX === null)
{
this.scaleMax = null;
}
else
{
if (this.scaleMax)
{
this.scaleMax.set(maxX, maxY);
}
else
{
this.scaleMax = new Phaser.Point(maxX, maxY);
}
}
};
/**
* Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
@ -1494,7 +1993,7 @@ Object.defineProperty(Phaser.Image.prototype, "destroyPhase", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

1101
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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: input/InputHandler.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/input/InputHandler.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
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</li>
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</li>
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</li>
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</li>
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</li>
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</li>
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</li>
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</li>
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</li>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
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</li>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<a href="PIXI.Graphics.html">Graphics</a>
</li>
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</li>
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</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
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</li>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
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<a href="global.html#refresh">refresh</a>
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<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: input/InputHandler.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/InputHandler.js</h1>
<section>
<article>
@ -1390,7 +1778,7 @@ Phaser.InputHandler.prototype = {
{
this._pointerData[pointer.id].isOver = true;
this._pointerData[pointer.id].isOut = false;
this._pointerData[pointer.id].timeOver = this.game.time.now;
this._pointerData[pointer.id].timeOver = this.game.time.time;
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
@ -1425,7 +1813,7 @@ Phaser.InputHandler.prototype = {
this._pointerData[pointer.id].isOver = false;
this._pointerData[pointer.id].isOut = true;
this._pointerData[pointer.id].timeOut = this.game.time.now;
this._pointerData[pointer.id].timeOut = this.game.time.time;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged === false)
{
@ -1463,7 +1851,7 @@ Phaser.InputHandler.prototype = {
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
this._pointerData[pointer.id].timeDown = this.game.time.time;
if (this.sprite && this.sprite.events)
{
@ -1509,7 +1897,7 @@ Phaser.InputHandler.prototype = {
{
this._pointerData[pointer.id].isDown = false;
this._pointerData[pointer.id].isUp = true;
this._pointerData[pointer.id].timeUp = this.game.time.now;
this._pointerData[pointer.id].timeUp = this.game.time.time;
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
// Only release the InputUp signal if the pointer is still over this sprite
@ -1655,7 +2043,7 @@ Phaser.InputHandler.prototype = {
pointer = pointer || 0;
delay = delay || 500;
return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut &lt; delay));
return (this._pointerData[pointer].isOut && (this.game.time.time - this._pointerData[pointer].timeOut &lt; delay));
},
@ -1687,7 +2075,7 @@ Phaser.InputHandler.prototype = {
pointer = pointer || 0;
delay = delay || 500;
return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp &lt; delay));
return (this._pointerData[pointer].isUp && (this.game.time.time - this._pointerData[pointer].timeUp &lt; delay));
},
@ -1703,7 +2091,7 @@ Phaser.InputHandler.prototype = {
if (this._pointerData[pointer].isOver)
{
return this.game.time.now - this._pointerData[pointer].timeOver;
return this.game.time.time - this._pointerData[pointer].timeOver;
}
return -1;
@ -1722,7 +2110,7 @@ Phaser.InputHandler.prototype = {
if (this._pointerData[pointer].isDown)
{
return this.game.time.now - this._pointerData[pointer].timeDown;
return this.game.time.time - this._pointerData[pointer].timeDown;
}
return -1;
@ -2082,7 +2470,7 @@ Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

1065
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@ -3,11 +3,14 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/InversePointProxy.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/InversePointProxy.js</h1>
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<article>
@ -667,7 +1055,7 @@ Object.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, "my", {
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: input/Key.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/Key.js</h1>
<section>
<article>
@ -566,10 +954,11 @@ Phaser.Key = function (game, keycode) {
this.game = game;
/**
* @property {boolean} enabled - An enabled key processes its update and dispatches events. You can toggle this at run-time to disable a key without deleting it.
* @default
* The enabled state of the key - see `enabled`.
* @property {boolean} _enabled
* @private
*/
this.enabled = true;
this._enabled = true;
/**
* @property {object} event - Stores the most recent DOM event.
@ -578,13 +967,13 @@ Phaser.Key = function (game, keycode) {
this.event = null;
/**
* @property {boolean} isDown - The "down" state of the key.
* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - The "up" state of the key.
* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
* @default
*/
this.isUp = true;
@ -657,17 +1046,35 @@ Phaser.Key = function (game, keycode) {
*/
this.onUp = new Phaser.Signal();
/**
* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
* @private
*/
this._justDown = false;
/**
* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
* @private
*/
this._justUp = false;
};
Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
* @method Phaser.Key#update
* @protected
*/
update: function () {
if (!this.enabled) { return; }
if (!this._enabled) { return; }
if (this.isDown)
{
this.duration = this.game.time.now - this.timeDown;
this.duration = this.game.time.time - this.timeDown;
this.repeats++;
if (this.onHoldCallback)
@ -680,16 +1087,18 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event.
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
*/
processKeyDown: function (event) {
if (!this.enabled) { return; }
if (!this._enabled) { return; }
this.event = event;
// exit if this key down is from auto-repeat
if (this.isDown)
{
return;
@ -701,23 +1110,28 @@ Phaser.Key.prototype = {
this.isDown = true;
this.isUp = false;
this.timeDown = this.game.time.now;
this.timeDown = this.game.time.time;
this.duration = 0;
this.repeats = 0;
// _justDown will remain true until it is read via the justDown Getter
// this enables the game to poll for past presses, or reset it at the start of a new game state
this._justDown = true;
this.onDown.dispatch(this);
},
/**
* Called automatically by Phaser.Keyboard.
*
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event.
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
*/
processKeyUp: function (event) {
if (!this.enabled) { return; }
if (!this._enabled) { return; }
this.event = event;
@ -728,19 +1142,25 @@ Phaser.Key.prototype = {
this.isDown = false;
this.isUp = true;
this.timeUp = this.game.time.now;
this.duration = this.game.time.now - this.timeDown;
this.timeUp = this.game.time.time;
this.duration = this.game.time.time - this.timeDown;
// _justUp will remain true until it is read via the justUp Getter
// this enables the game to poll for past presses, or reset it at the start of a new game state
this._justUp = true;
this.onUp.dispatch(this);
},
/**
* Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time and clears any callbacks
* associated with the onDown and onUp events and nulls the onHoldCallback if set.
* Resets the state of this Key.
*
* This sets isDown to false, isUp to true, resets the time to be the current time, and _enables_ the key.
* In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback.
*
* @method Phaser.Key#reset
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to this Key. A hard reset will.
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks; a hard reset will.
*/
reset: function (hard) {
@ -748,9 +1168,11 @@ Phaser.Key.prototype = {
this.isDown = false;
this.isUp = true;
this.timeUp = this.game.time.now;
this.timeUp = this.game.time.time;
this.duration = 0;
this.enabled = true;
this._enabled = true; // .enabled causes reset(false)
this._justDown = false;
this._justUp = false;
if (hard)
{
@ -763,12 +1185,14 @@ Phaser.Key.prototype = {
},
/**
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
* @method Phaser.Key#justPressed
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false.
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
* or was pressed down longer ago than then given duration.
*
* @method Phaser.Key#downDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration.
*/
justPressed: function (duration) {
downDuration: function (duration) {
if (typeof duration === "undefined") { duration = 50; }
@ -777,21 +1201,100 @@ Phaser.Key.prototype = {
},
/**
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
* @method Phaser.Key#justReleased
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false.
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
* or was pressed down longer ago than then given duration.
*
* @method Phaser.Key#upDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released down within the given duration.
*/
justReleased: function (duration) {
upDuration: function (duration) {
if (typeof duration === "undefined") { duration = 50; }
return (!this.isDown && ((this.game.time.now - this.timeUp) &lt; duration));
return (!this.isDown && ((this.game.time.time - this.timeUp) &lt; duration));
}
};
/**
* The justDown value allows you to test if this Key has just been pressed down or not.
* When you check this value it will return `true` if the Key is down, otherwise `false`.
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
*
* @property {boolean} justDown
* @memberof Phaser.Key
* @default false
*/
Object.defineProperty(Phaser.Key.prototype, "justDown", {
get: function () {
var current = this._justDown;
this._justDown = false;
return current;
}
});
/**
* The justUp value allows you to test if this Key has just been released or not.
* When you check this value it will return `true` if the Key is up, otherwise `false`.
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
*
* @property {boolean} justUp
* @memberof Phaser.Key
* @default false
*/
Object.defineProperty(Phaser.Key.prototype, "justUp", {
get: function () {
var current = this._justUp;
this._justUp = false;
return current;
}
});
/**
* An enabled key processes its update and dispatches events.
* A key can be disabled momentarily at runtime instead of deleting it.
*
* @property {boolean} enabled
* @memberof Phaser.Key
* @default true
*/
Object.defineProperty(Phaser.Key.prototype, "enabled", {
get: function () {
return this._enabled;
},
set: function (value) {
value = !!value;
if (value !== this._enabled)
{
if (!value)
{
this.reset(false);
}
this._enabled = value;
}
}
});
Phaser.Key.prototype.constructor = Phaser.Key;
</pre>
</article>
@ -814,7 +1317,7 @@ Phaser.Key.prototype.constructor = Phaser.Key;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: input/Keyboard.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/input/Keyboard.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
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<a href="PIXI.html">PIXI</a>
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@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
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</li>
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: input/Keyboard.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/Keyboard.js</h1>
<section>
<article>
@ -551,9 +939,9 @@
*/
/**
* The Keyboard class handles looking after keyboard input for your game.
* It will recognise and respond to key presses and dispatch the required events.
* Please be aware that lots of keyboards are unable to process certain combinations of keys due to hardware
* The Keyboard class monitors keyboard input and dispatches keyboard events.
*
* _Be aware_ that many keyboards are unable to process certain combinations of keys due to hardware
* limitations known as ghosting. Full details here: http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/
*
* @class Phaser.Keyboard
@ -568,11 +956,11 @@ Phaser.Keyboard = function (game) {
this.game = game;
/**
* You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.
* @property {boolean} disabled - The disabled state of the Keyboard.
* Keyboard input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.disabled = false;
this.enabled = true;
/**
* @property {Object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.
@ -888,7 +1276,7 @@ Phaser.Keyboard.prototype = {
this.event = event;
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -926,7 +1314,7 @@ Phaser.Keyboard.prototype = {
this.pressEvent = event;
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -949,7 +1337,7 @@ Phaser.Keyboard.prototype = {
this.event = event;
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -1063,6 +1451,24 @@ Phaser.Keyboard.prototype = {
};
/**
* If disabled all Keyboard input will be ignored.
* @property {boolean} disabled
* @memberof Phaser.Keyboard
* @default false
* @deprecated Use {@link Phaser.Keyboard#enabled} instead
*/
Object.defineProperty(Phaser.Keyboard.prototype, "disabled", {
get: function () {
return !this.enabled;
},
set: function (value) {
this.enabled = !value;
}
});
/**
* Returns the string value of the most recently pressed key.
* @name Phaser.Keyboard#lastChar
@ -1225,7 +1631,7 @@ Phaser.Keyboard.MINUS = 45;
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@ -3,11 +3,14 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: geom/Line.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/geom/Line.js</h1>
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@ -998,7 +1386,7 @@ Phaser.Line.intersects = function (a, b, asSegment, result) {
<span class="jsdoc-message">
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: core/LinkedList.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/LinkedList.js</h1>
<section>
<article>
@ -743,7 +1131,7 @@ Phaser.LinkedList.prototype.constructor = Phaser.LinkedList;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: loader/Loader.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/loader/Loader.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
<li class="class-depth-0">
<a href="global.html#refresh">refresh</a>
</li>
<li class="class-depth-0">
<a href="global.html#reset">reset</a>
</li>
<li class="class-depth-0">
<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: loader/Loader.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/loader/Loader.js</h1>
<section>
<article>
@ -645,9 +1033,9 @@ Phaser.Loader = function (game) {
this.onPackComplete = new Phaser.Signal();
/**
* @property {boolean} useXDomainRequest - If true and if the browser supports XDomainRequest, it will be used in preference for xhr when loading json files. It is enabled automatically if the browser is IE9, but you can disable it as required.
* @property {boolean} useXDomainRequest - If true and if the browser supports XDomainRequest, it will be used in preference for xhr when loading json files. This is only relevant for IE9 when you know your server/CDN requires it.
*/
this.useXDomainRequest = (this.game.device.ieVersion === 9);
this.useXDomainRequest = false;
/**
* @property {array} _packList - Contains all the assets packs.
@ -758,6 +1146,23 @@ Phaser.Loader.prototype = {
},
/**
* Called automatically by ScaleManager when the game resizes in RESIZE scalemode.
* We use this to adjust the height of the preloading sprite, if set.
*
* @method Phaser.Loader#resize
* @param {number} width - The new width of the game in pixels.
* @param {number} height - The new height of the game in pixels.
*/
resize: function () {
if (this.preloadSprite && this.preloadSprite.height !== this.preloadSprite.sprite.height)
{
this.preloadSprite.rect.height = this.preloadSprite.sprite.height;
}
},
/**
* Check whether asset exists with a specific key.
* Use Phaser.Cache to access loaded assets, e.g. Phaser.Cache#checkImageKey
@ -1845,7 +2250,7 @@ Phaser.Loader.prototype = {
// Note: The xdr.send() call is wrapped in a timeout to prevent an issue with the interface where some requests are lost
// if multiple XDomainRequests are being sent at the same time.
setTimeout(function () {
this._ajax.send();
_this._ajax.send();
}, 0);
}
else
@ -2430,7 +2835,7 @@ Phaser.Loader.prototype.constructor = Phaser.Loader;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: loader/LoaderParser.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/loader/LoaderParser.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
@ -58,6 +65,10 @@
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
@ -98,6 +109,10 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
@ -522,10 +537,383 @@
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
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<a href="PIXI.PIXI.html">PIXI</a>
</li>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
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<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
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<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: loader/LoaderParser.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/loader/LoaderParser.js</h1>
<section>
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@ -637,7 +1025,7 @@ Phaser.LoaderParser = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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View file

@ -3,11 +3,14 @@
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@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/LockConstraint.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/LockConstraint.js</h1>
<section>
<article>
@ -609,7 +997,7 @@ Phaser.Physics.P2.LockConstraint.prototype.constructor = Phaser.Physics.P2.LockC
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -3,11 +3,14 @@
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: input/MSPointer.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/MSPointer.js</h1>
<section>
<article>
@ -551,7 +939,8 @@
*/
/**
* The MSPointer class handles touch interactions with the game and the resulting Pointer objects.
* The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.
*
* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript.
* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
*
@ -572,10 +961,11 @@ Phaser.MSPointer = function (game) {
this.callbackContext = this.game;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @property {boolean} disabled
* MSPointer input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.disabled = false;
this.enabled = true;
/**
* @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
@ -650,7 +1040,7 @@ Phaser.MSPointer.prototype = {
*/
onPointerDown: function (event) {
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -669,7 +1059,7 @@ Phaser.MSPointer.prototype = {
*/
onPointerMove: function (event) {
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -688,7 +1078,7 @@ Phaser.MSPointer.prototype = {
*/
onPointerUp: function (event) {
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -719,6 +1109,24 @@ Phaser.MSPointer.prototype = {
};
Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;
/**
* If disabled all MSPointer input will be ignored.
* @property {boolean} disabled
* @memberof Phaser.MSPointer
* @default false
* @deprecated Use {@link Phaser.MSPointer#enabled} instead
*/
Object.defineProperty(Phaser.MSPointer.prototype, "disabled", {
get: function () {
return !this.enabled;
},
set: function (value) {
this.enabled = !value;
}
});
</pre>
</article>
</section>
@ -740,7 +1148,7 @@ Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/p2/Material.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/physics/p2/Material.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
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</li>
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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<li class="dropdown">
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<a href="global.html#clone">clone</a>
</li>
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</li>
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<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
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<a href="global.html#debug">debug</a>
</li>
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<a href="global.html#destroy">destroy</a>
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<a href="global.html#onResize">onResize</a>
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</ul>
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: physics/p2/Material.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/physics/p2/Material.js</h1>
<section>
<article>
@ -594,7 +982,7 @@ Phaser.Physics.P2.Material.prototype.constructor = Phaser.Physics.P2.Material;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

File diff suppressed because it is too large Load diff

1267
docs/Matrix.js.html Normal file

File diff suppressed because it is too large Load diff

View file

@ -3,11 +3,14 @@
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: input/Mouse.js</title>
<title>Phaser Source: D:/wamp/www/phaser/src/input/Mouse.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
@ -32,6 +35,10 @@
<a href="Phaser.html">Phaser</a>
</li>
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@ -58,6 +65,10 @@
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@ -98,6 +109,10 @@
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@ -522,10 +537,383 @@
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</div>
@ -540,7 +928,7 @@
<h1 class="page-title">Source: input/Mouse.js</h1>
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/Mouse.js</h1>
<section>
<article>
@ -551,7 +939,8 @@
*/
/**
* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser.
* The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
*
* It captures and processes mouse events that happen on the game canvas object. It also adds a single `mouseup` listener to `window` which
* is used to capture the mouse being released when not over the game.
*
@ -613,15 +1002,16 @@ Phaser.Mouse = function (game) {
this.button = -1;
/**
* @property {number} wheelDelta - The direction of the mousewheel usage 1 for up -1 for down
* @property {number} wheelDelta - The direction of the _last_ mousewheel usage 1 for up -1 for down
*/
this.wheelDelta = 0;
/**
* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* Mouse input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.disabled = false;
this.enabled = true;
/**
* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
@ -642,7 +1032,9 @@ Phaser.Mouse = function (game) {
this.pointerLock = new Phaser.Signal();
/**
* @property {MouseEvent} event - The browser mouse DOM event. Will be set to null if no mouse event has ever been received.
* The browser mouse DOM event. Will be null if no mouse event has ever been received.
* Access this property only inside a Mouse event handler and do not keep references to it.
* @property {MouseEvent|null} event
* @default
*/
this.event = null;
@ -683,6 +1075,13 @@ Phaser.Mouse = function (game) {
*/
this._onMouseWheel = null;
/**
* Wheel proxy event object, if required. Shared for all wheel events for this mouse.
* @property {Phaser.Mouse~WheelEventProxy} _wheelEvent
* @private
*/
this._wheelEvent = null;
};
/**
@ -780,8 +1179,21 @@ Phaser.Mouse.prototype = {
window.addEventListener('mouseup', this._onMouseUpGlobal, true);
this.game.canvas.addEventListener('mouseover', this._onMouseOver, true);
this.game.canvas.addEventListener('mouseout', this._onMouseOut, true);
this.game.canvas.addEventListener('mousewheel', this._onMouseWheel, true);
this.game.canvas.addEventListener('DOMMouseScroll', this._onMouseWheel, true);
}
var wheelEvent = this.game.device.wheelEvent;
if (wheelEvent)
{
this.game.canvas.addEventListener(wheelEvent, this._onMouseWheel, true);
if (wheelEvent === 'mousewheel')
{
this._wheelEvent = new WheelEventProxy(-1/40, 1);
}
else if (wheelEvent === 'DOMMouseScroll')
{
this._wheelEvent = new WheelEventProxy(1, 1);
}
}
},
@ -807,7 +1219,7 @@ Phaser.Mouse.prototype = {
this.mouseDownCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -837,7 +1249,7 @@ Phaser.Mouse.prototype = {
this.mouseMoveCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -869,7 +1281,7 @@ Phaser.Mouse.prototype = {
this.mouseUpCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -926,7 +1338,7 @@ Phaser.Mouse.prototype = {
this.mouseOutCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -944,10 +1356,14 @@ Phaser.Mouse.prototype = {
* The internal method that handles the mouse wheel event from the browser.
*
* @method Phaser.Mouse#onMouseWheel
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
* @param {MouseEvent} event - The native event from the browser.
*/
onMouseWheel: function (event) {
if (this._wheelEvent) {
event = this._wheelEvent.bindEvent(event);
}
this.event = event;
if (this.capture)
@ -956,7 +1372,7 @@ Phaser.Mouse.prototype = {
}
// reverse detail for firefox
this.wheelDelta = Math.max(-1, Math.min(1, (event.wheelDelta || -event.detail)));
this.wheelDelta = Phaser.Math.clamp(-event.deltaY, -1, 1);
if (this.mouseWheelCallback)
{
@ -987,7 +1403,7 @@ Phaser.Mouse.prototype = {
this.mouseOverCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
if (!this.game.input.enabled || !this.enabled)
{
return;
}
@ -1075,8 +1491,12 @@ Phaser.Mouse.prototype = {
this.game.canvas.removeEventListener('mouseup', this._onMouseUp, true);
this.game.canvas.removeEventListener('mouseover', this._onMouseOver, true);
this.game.canvas.removeEventListener('mouseout', this._onMouseOut, true);
this.game.canvas.removeEventListener('mousewheel', this._onMouseWheel, true);
this.game.canvas.removeEventListener('DOMMouseScroll', this._onMouseWheel, true);
var wheelEvent = this.game.device.wheelEvent;
if (wheelEvent)
{
this.game.canvas.removeEventListener(wheelEvent, this._onMouseWheel, true);
}
window.removeEventListener('mouseup', this._onMouseUpGlobal, true);
@ -1089,6 +1509,94 @@ Phaser.Mouse.prototype = {
};
Phaser.Mouse.prototype.constructor = Phaser.Mouse;
/**
* If disabled all Mouse input will be ignored.
* @property {boolean} disabled
* @memberof Phaser.Mouse
* @default false
* @deprecated Use {@link Phaser.Mouse#enabled} instead
*/
Object.defineProperty(Phaser.Mouse.prototype, "disabled", {
get: function () {
return !this.enabled;
},
set: function (value) {
this.enabled = !value;
}
});
/* jshint latedef:nofunc */
/**
* A purely internal event support class to proxy 'wheelscroll' and 'DOMMouseWheel'
* events to 'wheel'-like events.
*
* See https://developer.mozilla.org/en-US/docs/Web/Events/mousewheel for choosing a scale and delta mode.
*
* @class Phaser.Mouse~WheelEventProxy
* @private
* @param {number} scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details.
* @param {integer} deltaMode - The reported delta mode.
*/
function WheelEventProxy (scaleFactor, deltaMode) {
this._scaleFactor = scaleFactor;
this._deltaMode = deltaMode;
/**
* The original event _currently_ being proxied; the getters will follow suit.
*/
this.originalEvent = null;
}
WheelEventProxy.prototype = {};
WheelEventProxy.prototype.constructor = WheelEventProxy;
WheelEventProxy.prototype.bindEvent = function (event) {
// Generate stubs automatically
if (!WheelEventProxy._stubsGenerated && event)
{
var makeBinder = function (name) {
return function () {
var v = this.originalEvent[name];
return typeof v !== 'function' ? v : v.bind(this.originalEvent);
};
};
for (var prop in event) {
if (!(prop in WheelEventProxy.prototype))
{
Object.defineProperty(WheelEventProxy.prototype, prop, {
get: makeBinder(prop)
});
}
}
WheelEventProxy._stubsGenerated = true;
}
this.originalEvent = event;
return this;
};
Object.defineProperties(WheelEventProxy.prototype, {
"type": { value: "wheel" },
"deltaMode": { get: function () { return this._deltaMode; } },
"deltaY": {
get: function () {
return (this._scaleFactor * (this.originalEvent.wheelDelta || this.originalEvent.detail)) || 0;
}
},
"deltaX": {
get: function () {
return (this._scaleFactor * this.originalEvent.wheelDeltaX) || 0;
}
},
"deltaZ": { value: 0 }
});
</pre>
</article>
</section>
@ -1110,7 +1618,7 @@ Phaser.Mouse.prototype.constructor = Phaser.Mouse;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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