mirror of
https://github.com/photonstorm/phaser
synced 2025-02-16 22:18:29 +00:00
Lots of namespace and jsdoc fixes
This commit is contained in:
parent
ec7e062dd1
commit
eb9ed3463f
14 changed files with 121 additions and 111 deletions
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@ -213,6 +213,8 @@ one set of bindings ever created, which makes things a lot cleaner.
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* The `ended` event in `WebAudioSound` has been renamed to `complete` to make it more consistent with the rest of the API.
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* The `ended` event in `HTML5AudioSound` has been renamed to `complete` to make it more consistent with the rest of the API.
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* The `Phaser.Utils.Objects` namespace was incorrectly exposed in the Phaser entrypoints as `Object` (note the lack of plural), this has now been fixed so all associated functions are properly namespaced.
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* `Phaser.GameObjects.Blitter.Bob` has been renamed to `Phaser.GameObjects.Bob` to avoid namespace conflicts in TypeScript.
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* `Phaser.GameObjects.Text.TextStyle` has been renamed to `Phaser.GameObjects.TextStyle` to avoid namespace conflicts in TypeScript.
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### New Features
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@ -10,6 +10,10 @@ var GetColor32 = require('./GetColor32');
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var HSVToRGB = require('./HSVToRGB');
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var RGBToHSV = require('./RGBToHSV');
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/**
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* @namespace Phaser.Display.Color
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*/
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/**
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* @classdesc
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* The Color class holds a single color value and allows for easy modification and reading of it.
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@ -15,14 +15,10 @@ var List = require('../../structs/List');
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/**
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* @callback CreateCallback
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*
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* @param {Phaser.GameObjects.Blitter.Bob} bob - The Bob that was created by the Blitter.
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* @param {Phaser.GameObjects.Bob} bob - The Bob that was created by the Blitter.
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* @param {integer} index - The position of the Bob within the Blitter display list.
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*/
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/**
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* @namespace [Phaser.GameObjects.Blitter] Phaser.GameObjects.Blitter
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*/
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/**
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* @classdesc
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* A Blitter Game Object.
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@ -97,7 +93,7 @@ var Blitter = new Class({
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* This List contains all of the Bob objects created by the Blitter.
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*
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* @name Phaser.GameObjects.Blitter#children
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* @type {Phaser.Structs.List.<Phaser.GameObjects.Blitter.Bob>}
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* @type {Phaser.Structs.List.<Phaser.GameObjects.Bob>}
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* @since 3.0.0
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*/
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this.children = new List();
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@ -107,7 +103,7 @@ var Blitter = new Class({
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* The array is re-populated whenever the dirty flag is set.
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*
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* @name Phaser.GameObjects.Blitter#renderList
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* @type {Phaser.GameObjects.Blitter.Bob[]}
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* @type {Phaser.GameObjects.Bob[]}
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* @default []
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* @private
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* @since 3.0.0
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@ -140,7 +136,7 @@ var Blitter = new Class({
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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* @param {integer} [index] - The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} The newly created Bob object.
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* @return {Phaser.GameObjects.Bob} The newly created Bob object.
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*/
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create: function (x, y, frame, visible, index)
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{
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@ -176,7 +172,7 @@ var Blitter = new Class({
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* @param {(string|integer|Phaser.Textures.Frame|string[]|integer[]|Phaser.Textures.Frame[])} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
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* @return {Phaser.GameObjects.Bob[]} An array of Bob objects that were created.
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*/
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createFromCallback: function (callback, quantity, frame, visible)
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{
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@ -207,7 +203,7 @@ var Blitter = new Class({
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* @param {(string|integer|Phaser.Textures.Frame|string[]|integer[]|Phaser.Textures.Frame[])} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
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* @return {Phaser.GameObjects.Bob[]} An array of Bob objects that were created.
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*/
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createMultiple: function (quantity, frame, visible)
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{
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@ -239,7 +235,7 @@ var Blitter = new Class({
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* @method Phaser.GameObjects.Blitter#childCanRender
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Blitter.Bob} child - The Bob to check for rendering.
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* @param {Phaser.GameObjects.Bob} child - The Bob to check for rendering.
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*
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* @return {boolean} Returns `true` if the given child can render, otherwise `false`.
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*/
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@ -255,7 +251,7 @@ var Blitter = new Class({
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* @method Phaser.GameObjects.Blitter#getRenderList
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that will be rendered this frame.
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* @return {Phaser.GameObjects.Bob[]} An array of Bob objects that will be rendered this frame.
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*/
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getRenderList: function ()
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{
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@ -23,7 +23,7 @@ var Class = require('../../utils/Class');
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* handled via the Blitter parent.
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*
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* @class Bob
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* @memberof Phaser.GameObjects.Blitter
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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@ -42,7 +42,7 @@ var Bob = new Class({
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/**
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* The Blitter object that this Bob belongs to.
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*
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* @name Phaser.GameObjects.Blitter.Bob#parent
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* @name Phaser.GameObjects.Bob#parent
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* @type {Phaser.GameObjects.Blitter}
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* @since 3.0.0
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*/
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@ -51,7 +51,7 @@ var Bob = new Class({
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/**
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* The x position of this Bob, relative to the x position of the Blitter.
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*
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* @name Phaser.GameObjects.Blitter.Bob#x
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* @name Phaser.GameObjects.Bob#x
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* @type {number}
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* @since 3.0.0
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*/
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@ -60,7 +60,7 @@ var Bob = new Class({
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/**
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* The y position of this Bob, relative to the y position of the Blitter.
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*
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* @name Phaser.GameObjects.Blitter.Bob#y
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* @name Phaser.GameObjects.Bob#y
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* @type {number}
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* @since 3.0.0
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*/
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@ -70,7 +70,7 @@ var Bob = new Class({
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* The frame that the Bob uses to render with.
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* To change the frame use the `Bob.setFrame` method.
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*
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* @name Phaser.GameObjects.Blitter.Bob#frame
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* @name Phaser.GameObjects.Bob#frame
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* @type {Phaser.Textures.Frame}
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* @protected
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* @since 3.0.0
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@ -80,7 +80,7 @@ var Bob = new Class({
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/**
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* A blank object which can be used to store data related to this Bob in.
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*
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* @name Phaser.GameObjects.Blitter.Bob#data
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* @name Phaser.GameObjects.Bob#data
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* @type {object}
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* @default {}
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* @since 3.0.0
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@ -90,7 +90,7 @@ var Bob = new Class({
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/**
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* The visible state of this Bob.
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*
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* @name Phaser.GameObjects.Blitter.Bob#_visible
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* @name Phaser.GameObjects.Bob#_visible
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* @type {boolean}
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* @private
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* @since 3.0.0
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@ -100,7 +100,7 @@ var Bob = new Class({
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/**
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* The alpha value of this Bob.
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*
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* @name Phaser.GameObjects.Blitter.Bob#_alpha
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* @name Phaser.GameObjects.Bob#_alpha
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* @type {number}
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* @private
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* @default 1
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@ -113,7 +113,7 @@ var Bob = new Class({
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* A Bob that is flipped horizontally will render inversed on the horizontal axis.
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* Flipping always takes place from the middle of the texture.
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*
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* @name Phaser.GameObjects.Blitter.Bob#flipX
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* @name Phaser.GameObjects.Bob#flipX
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* @type {boolean}
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* @since 3.0.0
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*/
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* A Bob that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
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* Flipping always takes place from the middle of the texture.
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*
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* @name Phaser.GameObjects.Blitter.Bob#flipY
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* @name Phaser.GameObjects.Bob#flipY
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* @type {boolean}
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* @since 3.0.0
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*/
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@ -136,12 +136,12 @@ var Bob = new Class({
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* The frame must be part of the Texture the parent Blitter is using.
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* If no value is given it will use the default frame of the Blitter parent.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFrame
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* @method Phaser.GameObjects.Bob#setFrame
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* @since 3.0.0
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*
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* @param {(string|integer|Phaser.Textures.Frame)} [frame] - The frame to be used during rendering.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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setFrame: function (frame)
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{
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/**
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* Resets the horizontal and vertical flipped state of this Bob back to their default un-flipped state.
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*
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* @method Phaser.GameObjects.Blitter.Bob#resetFlip
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* @method Phaser.GameObjects.Bob#resetFlip
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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resetFlip: function ()
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{
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*
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* Also resets the flipX and flipY values, sets alpha back to 1 and visible to true.
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*
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* @method Phaser.GameObjects.Blitter.Bob#reset
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* @method Phaser.GameObjects.Bob#reset
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* @since 3.0.0
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*
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* @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {(string|integer|Phaser.Textures.Frame)} [frame] - The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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reset: function (x, y, frame)
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{
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/**
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* Sets the horizontal flipped state of this Bob.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFlipX
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* @method Phaser.GameObjects.Bob#setFlipX
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* @since 3.0.0
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*
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* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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setFlipX: function (value)
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{
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/**
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* Sets the vertical flipped state of this Bob.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFlipY
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* @method Phaser.GameObjects.Bob#setFlipY
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* @since 3.0.0
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*
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* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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setFlipY: function (value)
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{
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@ -247,13 +247,13 @@ var Bob = new Class({
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/**
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* Sets the horizontal and vertical flipped state of this Bob.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFlip
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* @method Phaser.GameObjects.Bob#setFlip
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* @since 3.0.0
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*
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* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
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* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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setFlip: function (x, y)
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{
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@ -268,12 +268,12 @@ var Bob = new Class({
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*
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* An invisible Bob will skip rendering.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setVisible
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* @method Phaser.GameObjects.Bob#setVisible
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* @since 3.0.0
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*
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* @param {boolean} value - The visible state of the Game Object.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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setVisible: function (value)
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{
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@ -288,12 +288,12 @@ var Bob = new Class({
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*
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* A Bob with alpha 0 will skip rendering.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setAlpha
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* @method Phaser.GameObjects.Bob#setAlpha
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* @since 3.0.0
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*
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* @param {number} value - The alpha value used for this Bob. Between 0 and 1.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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* @return {Phaser.GameObjects.Bob} This Bob Game Object.
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*/
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setAlpha: function (value)
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{
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@ -306,7 +306,7 @@ var Bob = new Class({
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* Destroys this Bob instance.
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* Removes itself from the Blitter and clears the parent, frame and data properties.
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*
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* @method Phaser.GameObjects.Blitter.Bob#destroy
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* @method Phaser.GameObjects.Bob#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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@ -325,7 +325,7 @@ var Bob = new Class({
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*
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* An invisible Bob will skip rendering.
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*
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* @name Phaser.GameObjects.Blitter.Bob#visible
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* @name Phaser.GameObjects.Bob#visible
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* @type {boolean}
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* @since 3.0.0
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*/
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*
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* A Bob with alpha 0 will skip rendering.
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*
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* @name Phaser.GameObjects.Blitter.Bob#alpha
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* @name Phaser.GameObjects.Bob#alpha
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* @type {number}
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* @since 3.0.0
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*/
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@ -12,7 +12,7 @@ var CanvasPool = require('../../display/canvas/CanvasPool');
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* @function Phaser.GameObjects.Text.MeasureText
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Text.TextStyle} textStyle - The TextStyle object to measure.
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* @param {Phaser.GameObjects.TextStyle} textStyle - The TextStyle object to measure.
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*
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* @return {object} An object containing the ascent, descent and fontSize of the TextStyle.
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*/
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@ -63,10 +63,14 @@ var propertyMap = {
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/**
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* @classdesc
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* Style settings for a Text object.
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* A TextStyle class manages all of the style settings for a Text object.
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*
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* Text Game Objects create a TextStyle instance automatically, which is
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* accessed via the `Text.style` property. You do not normally need to
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* instantiate one yourself.
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*
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* @class TextStyle
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* @memberof Phaser.GameObjects.Text
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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@ -82,7 +86,7 @@ var TextStyle = new Class({
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/**
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* The Text object that this TextStyle is styling.
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*
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* @name Phaser.GameObjects.Text.TextStyle#parent
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* @name Phaser.GameObjects.TextStyle#parent
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* @type {Phaser.GameObjects.Text}
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* @since 3.0.0
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*/
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@ -91,7 +95,7 @@ var TextStyle = new Class({
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/**
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* The font family.
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*
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* @name Phaser.GameObjects.Text.TextStyle#fontFamily
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* @name Phaser.GameObjects.TextStyle#fontFamily
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* @type {string}
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* @default 'Courier'
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* @since 3.0.0
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@ -101,7 +105,7 @@ var TextStyle = new Class({
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/**
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* The font size.
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*
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* @name Phaser.GameObjects.Text.TextStyle#fontSize
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* @name Phaser.GameObjects.TextStyle#fontSize
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* @type {string}
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* @default '16px'
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* @since 3.0.0
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@ -111,7 +115,7 @@ var TextStyle = new Class({
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/**
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* The font style.
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*
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* @name Phaser.GameObjects.Text.TextStyle#fontStyle
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* @name Phaser.GameObjects.TextStyle#fontStyle
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* @type {string}
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* @since 3.0.0
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*/
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@ -120,7 +124,7 @@ var TextStyle = new Class({
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/**
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* The background color.
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*
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* @name Phaser.GameObjects.Text.TextStyle#backgroundColor
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* @name Phaser.GameObjects.TextStyle#backgroundColor
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* @type {string}
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* @since 3.0.0
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*/
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@ -129,7 +133,7 @@ var TextStyle = new Class({
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/**
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* The text fill color.
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*
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* @name Phaser.GameObjects.Text.TextStyle#color
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* @name Phaser.GameObjects.TextStyle#color
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* @type {string}
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* @default '#fff'
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* @since 3.0.0
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||||
|
@ -139,7 +143,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The text stroke color.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#stroke
|
||||
* @name Phaser.GameObjects.TextStyle#stroke
|
||||
* @type {string}
|
||||
* @default '#fff'
|
||||
* @since 3.0.0
|
||||
|
@ -149,7 +153,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The text stroke thickness.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#strokeThickness
|
||||
* @name Phaser.GameObjects.TextStyle#strokeThickness
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
|
@ -159,7 +163,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The horizontal shadow offset.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#shadowOffsetX
|
||||
* @name Phaser.GameObjects.TextStyle#shadowOffsetX
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
|
@ -169,7 +173,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The vertical shadow offset.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#shadowOffsetY
|
||||
* @name Phaser.GameObjects.TextStyle#shadowOffsetY
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
|
@ -179,7 +183,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The shadow color.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#shadowColor
|
||||
* @name Phaser.GameObjects.TextStyle#shadowColor
|
||||
* @type {string}
|
||||
* @default '#000'
|
||||
* @since 3.0.0
|
||||
|
@ -189,7 +193,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The shadow blur radius.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#shadowBlur
|
||||
* @name Phaser.GameObjects.TextStyle#shadowBlur
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
|
@ -199,7 +203,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Whether shadow stroke is enabled or not.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#shadowStroke
|
||||
* @name Phaser.GameObjects.TextStyle#shadowStroke
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
|
@ -209,7 +213,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Whether shadow fill is enabled or not.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#shadowFill
|
||||
* @name Phaser.GameObjects.TextStyle#shadowFill
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
|
@ -219,7 +223,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The text alignment.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#align
|
||||
* @name Phaser.GameObjects.TextStyle#align
|
||||
* @type {string}
|
||||
* @default 'left'
|
||||
* @since 3.0.0
|
||||
|
@ -229,7 +233,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The maximum number of lines to draw.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#maxLines
|
||||
* @name Phaser.GameObjects.TextStyle#maxLines
|
||||
* @type {integer}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
|
@ -241,7 +245,7 @@ var TextStyle = new Class({
|
|||
*
|
||||
* `0` means no fixed with.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#fixedWidth
|
||||
* @name Phaser.GameObjects.TextStyle#fixedWidth
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
|
@ -253,7 +257,7 @@ var TextStyle = new Class({
|
|||
*
|
||||
* `0` means no fixed height.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#fixedHeight
|
||||
* @name Phaser.GameObjects.TextStyle#fixedHeight
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.0.0
|
||||
|
@ -264,7 +268,7 @@ var TextStyle = new Class({
|
|||
* The resolution the text is rendered to its internal canvas at.
|
||||
* The default is 0, which means it will use the resolution set in the Game Config.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#resolution
|
||||
* @name Phaser.GameObjects.TextStyle#resolution
|
||||
* @type {number}
|
||||
* @default 0
|
||||
* @since 3.12.0
|
||||
|
@ -274,7 +278,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Whether the text should render right to left.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#rtl
|
||||
* @name Phaser.GameObjects.TextStyle#rtl
|
||||
* @type {boolean}
|
||||
* @default false
|
||||
* @since 3.0.0
|
||||
|
@ -284,7 +288,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The test string to use when measuring the font.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#testString
|
||||
* @name Phaser.GameObjects.TextStyle#testString
|
||||
* @type {string}
|
||||
* @default '|MÉqgy'
|
||||
* @since 3.0.0
|
||||
|
@ -294,7 +298,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The amount of horizontal padding adding to the width of the text when calculating the font metrics.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#baselineX
|
||||
* @name Phaser.GameObjects.TextStyle#baselineX
|
||||
* @type {number}
|
||||
* @default 1.2
|
||||
* @since 3.3.0
|
||||
|
@ -304,7 +308,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The amount of vertical padding adding to the width of the text when calculating the font metrics.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#baselineY
|
||||
* @name Phaser.GameObjects.TextStyle#baselineY
|
||||
* @type {number}
|
||||
* @default 1.4
|
||||
* @since 3.3.0
|
||||
|
@ -314,7 +318,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* The font style, size and family.
|
||||
*
|
||||
* @name Phaser.GameObjects.Text.TextStyle#_font
|
||||
* @name Phaser.GameObjects.TextStyle#_font
|
||||
* @type {string}
|
||||
* @private
|
||||
* @since 3.0.0
|
||||
|
@ -354,7 +358,7 @@ var TextStyle = new Class({
|
|||
* backgroundColor: '#ff00ff'
|
||||
* });
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setStyle
|
||||
* @method Phaser.GameObjects.TextStyle#setStyle
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {object} style - The style settings to set.
|
||||
|
@ -420,7 +424,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Synchronize the font settings to the given Canvas Rendering Context.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#syncFont
|
||||
* @method Phaser.GameObjects.TextStyle#syncFont
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {HTMLCanvasElement} canvas - The Canvas Element.
|
||||
|
@ -434,7 +438,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Synchronize the text style settings to the given Canvas Rendering Context.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#syncStyle
|
||||
* @method Phaser.GameObjects.TextStyle#syncStyle
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {HTMLCanvasElement} canvas - The Canvas Element.
|
||||
|
@ -455,7 +459,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Synchronize the shadow settings to the given Canvas Rendering Context.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#syncShadow
|
||||
* @method Phaser.GameObjects.TextStyle#syncShadow
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {CanvasRenderingContext2D} context - The Canvas Rendering Context.
|
||||
|
@ -482,7 +486,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Update the style settings for the parent Text object.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#update
|
||||
* @method Phaser.GameObjects.TextStyle#update
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {boolean} recalculateMetrics - Whether to recalculate font and text metrics.
|
||||
|
@ -509,7 +513,7 @@ var TextStyle = new Class({
|
|||
* If an object is given, the `fontFamily`, `fontSize` and `fontStyle`
|
||||
* properties of that object are set.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setFont
|
||||
* @method Phaser.GameObjects.TextStyle#setFont
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(string|object)} font - The font family or font settings to set.
|
||||
|
@ -560,7 +564,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the font family.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setFontFamily
|
||||
* @method Phaser.GameObjects.TextStyle#setFontFamily
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} family - The font family.
|
||||
|
@ -582,7 +586,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the font style.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setFontStyle
|
||||
* @method Phaser.GameObjects.TextStyle#setFontStyle
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} style - The font style.
|
||||
|
@ -604,7 +608,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the font size.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setFontSize
|
||||
* @method Phaser.GameObjects.TextStyle#setFontSize
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(number|string)} size - The font size.
|
||||
|
@ -631,7 +635,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the test string to use when measuring the font.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setTestString
|
||||
* @method Phaser.GameObjects.TextStyle#setTestString
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} string - The test string to use when measuring the font.
|
||||
|
@ -650,7 +654,7 @@ var TextStyle = new Class({
|
|||
*
|
||||
* Pass in `0` for either of these parameters to disable fixed width or height respectively.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setFixedSize
|
||||
* @method Phaser.GameObjects.TextStyle#setFixedSize
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} width - The fixed width to set.
|
||||
|
@ -679,7 +683,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the background color.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setBackgroundColor
|
||||
* @method Phaser.GameObjects.TextStyle#setBackgroundColor
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} color - The background color.
|
||||
|
@ -696,7 +700,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the text fill color.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setFill
|
||||
* @method Phaser.GameObjects.TextStyle#setFill
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} color - The text fill color.
|
||||
|
@ -713,7 +717,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the text fill color.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setColor
|
||||
* @method Phaser.GameObjects.TextStyle#setColor
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} color - The text fill color.
|
||||
|
@ -736,7 +740,7 @@ var TextStyle = new Class({
|
|||
*
|
||||
* Please use with caution, as the more high res Text you have, the more memory it uses up.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setResolution
|
||||
* @method Phaser.GameObjects.TextStyle#setResolution
|
||||
* @since 3.12.0
|
||||
*
|
||||
* @param {number} value - The resolution for this Text object to use.
|
||||
|
@ -753,7 +757,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the stroke settings.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setStroke
|
||||
* @method Phaser.GameObjects.TextStyle#setStroke
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} color - The stroke color.
|
||||
|
@ -789,7 +793,7 @@ var TextStyle = new Class({
|
|||
* Calling this method always re-measures the parent Text object,
|
||||
* so only call it when you actually change the shadow settings.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setShadow
|
||||
* @method Phaser.GameObjects.TextStyle#setShadow
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} [x=0] - The horizontal shadow offset.
|
||||
|
@ -823,7 +827,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the shadow offset.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setShadowOffset
|
||||
* @method Phaser.GameObjects.TextStyle#setShadowOffset
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} [x=0] - The horizontal shadow offset.
|
||||
|
@ -845,7 +849,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the shadow color.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setShadowColor
|
||||
* @method Phaser.GameObjects.TextStyle#setShadowColor
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} [color='#000'] - The shadow color.
|
||||
|
@ -864,7 +868,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the shadow blur radius.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setShadowBlur
|
||||
* @method Phaser.GameObjects.TextStyle#setShadowBlur
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} [blur=0] - The shadow blur radius.
|
||||
|
@ -883,7 +887,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Enable or disable shadow stroke.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setShadowStroke
|
||||
* @method Phaser.GameObjects.TextStyle#setShadowStroke
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {boolean} enabled - Whether shadow stroke is enabled or not.
|
||||
|
@ -900,7 +904,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Enable or disable shadow fill.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setShadowFill
|
||||
* @method Phaser.GameObjects.TextStyle#setShadowFill
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {boolean} enabled - Whether shadow fill is enabled or not.
|
||||
|
@ -919,7 +923,7 @@ var TextStyle = new Class({
|
|||
*
|
||||
* Pass in null to remove wrapping by width.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setWordWrapWidth
|
||||
* @method Phaser.GameObjects.TextStyle#setWordWrapWidth
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} width - The maximum width of a line in pixels. Set to null to remove wrapping.
|
||||
|
@ -944,7 +948,7 @@ var TextStyle = new Class({
|
|||
*
|
||||
* Pass in null to remove wrapping by callback.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setWordWrapCallback
|
||||
* @method Phaser.GameObjects.TextStyle#setWordWrapCallback
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {TextStyleWordWrapCallback} callback - A custom function that will be responsible for wrapping the
|
||||
|
@ -970,7 +974,7 @@ var TextStyle = new Class({
|
|||
*
|
||||
* Expects values like `'left'`, `'right'`, `'center'` or `'justified'`.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setAlign
|
||||
* @method Phaser.GameObjects.TextStyle#setAlign
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {string} align - The text alignment.
|
||||
|
@ -989,7 +993,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Set the maximum number of lines to draw.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#setMaxLines
|
||||
* @method Phaser.GameObjects.TextStyle#setMaxLines
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {integer} [max=0] - The maximum number of lines to draw.
|
||||
|
@ -1008,7 +1012,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Get the current text metrics.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#getTextMetrics
|
||||
* @method Phaser.GameObjects.TextStyle#getTextMetrics
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {BitmapTextMetrics} The text metrics.
|
||||
|
@ -1027,7 +1031,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Build a JSON representation of this Text Style.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#toJSON
|
||||
* @method Phaser.GameObjects.TextStyle#toJSON
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {object} A JSON representation of this Text Style.
|
||||
|
@ -1049,7 +1053,7 @@ var TextStyle = new Class({
|
|||
/**
|
||||
* Destroy this Text Style.
|
||||
*
|
||||
* @method Phaser.GameObjects.Text.TextStyle#destroy
|
||||
* @method Phaser.GameObjects.TextStyle#destroy
|
||||
* @since 3.0.0
|
||||
*/
|
||||
destroy: function ()
|
||||
|
|
|
@ -16,10 +16,6 @@ var RemoveFromDOM = require('../../../dom/RemoveFromDOM');
|
|||
var TextRender = require('./TextRender');
|
||||
var TextStyle = require('../TextStyle');
|
||||
|
||||
/**
|
||||
* @namespace [Phaser.GameObjects.Text] Phaser.GameObjects.Text
|
||||
*/
|
||||
|
||||
/**
|
||||
* @classdesc
|
||||
* A Text Game Object.
|
||||
|
|
|
@ -6,6 +6,10 @@
|
|||
|
||||
var types = {};
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Loader.FileTypesManager
|
||||
*/
|
||||
|
||||
var FileTypesManager = {
|
||||
|
||||
/**
|
||||
|
|
|
@ -96,7 +96,7 @@ var AudioSpriteFile = new Class({
|
|||
/**
|
||||
* Called by each File when it finishes loading.
|
||||
*
|
||||
* @method Phaser.Loader.AudioSpriteFile#onFileComplete
|
||||
* @method Phaser.Loader.FileTypes.AudioSpriteFile#onFileComplete
|
||||
* @since 3.7.0
|
||||
*
|
||||
* @param {Phaser.Loader.File} file - The File that has completed processing.
|
||||
|
@ -132,7 +132,7 @@ var AudioSpriteFile = new Class({
|
|||
/**
|
||||
* Adds this file to its target cache upon successful loading and processing.
|
||||
*
|
||||
* @method Phaser.Loader.AudioSpriteFile#addToCache
|
||||
* @method Phaser.Loader.FileTypes.AudioSpriteFile#addToCache
|
||||
* @since 3.7.0
|
||||
*/
|
||||
addToCache: function ()
|
||||
|
|
|
@ -78,7 +78,7 @@ var MultiAtlasFile = new Class({
|
|||
/**
|
||||
* Called by each File when it finishes loading.
|
||||
*
|
||||
* @method Phaser.Loader.MultiAtlasFile#onFileComplete
|
||||
* @method Phaser.Loader.FileTypes.MultiAtlasFile#onFileComplete
|
||||
* @since 3.7.0
|
||||
*
|
||||
* @param {Phaser.Loader.File} file - The File that has completed processing.
|
||||
|
@ -151,7 +151,7 @@ var MultiAtlasFile = new Class({
|
|||
/**
|
||||
* Adds this file to its target cache upon successful loading and processing.
|
||||
*
|
||||
* @method Phaser.Loader.MultiAtlasFile#addToCache
|
||||
* @method Phaser.Loader.FileTypes.MultiAtlasFile#addToCache
|
||||
* @since 3.7.0
|
||||
*/
|
||||
addToCache: function ()
|
||||
|
|
|
@ -30,6 +30,10 @@ var customPlugins = {};
|
|||
|
||||
var PluginCache = {};
|
||||
|
||||
/**
|
||||
* @namespace Phaser.Plugins.PluginCache
|
||||
*/
|
||||
|
||||
/**
|
||||
* Static method called directly by the Core internal Plugins.
|
||||
* Key is a reference used to get the plugin from the plugins object (i.e. InputPlugin)
|
||||
|
|
|
@ -227,7 +227,7 @@ var ScenePlugin = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* @typedef {object} Phaser.Scenes.ScenePlugin.SceneTransitionConfig
|
||||
* @typedef {object} SceneTransitionConfig
|
||||
*
|
||||
* @property {string} target - The Scene key to transition to.
|
||||
* @property {integer} [duration=1000] - The duration, in ms, for the transition to last.
|
||||
|
@ -274,7 +274,7 @@ var ScenePlugin = new Class({
|
|||
* @fires Phaser.Scenes.Events#TRANSITION_OUT
|
||||
* @since 3.5.0
|
||||
*
|
||||
* @param {Phaser.Scenes.ScenePlugin.SceneTransitionConfig} config - The transition configuration object.
|
||||
* @param {SceneTransitionConfig} config - The transition configuration object.
|
||||
*
|
||||
* @return {boolean} `true` is the transition was started, otherwise `false`.
|
||||
*/
|
||||
|
|
|
@ -24,7 +24,7 @@ var NOOP = require('../utils/NOOP');
|
|||
/**
|
||||
* Audio sprite sound type.
|
||||
*
|
||||
* @typedef {Phaser.Sound.BaseSound} Phaser.Sound.BaseSound.AudioSpriteSound
|
||||
* @typedef {object} AudioSpriteSound
|
||||
*
|
||||
* @property {object} spritemap - Local reference to 'spritemap' object form json file generated by audiosprite tool.
|
||||
*/
|
||||
|
@ -209,7 +209,7 @@ var BaseSoundManager = new Class({
|
|||
* @param {string} key - Asset key for the sound.
|
||||
* @param {SoundConfig} [config] - An optional config object containing default sound settings.
|
||||
*
|
||||
* @return {Phaser.Sound.BaseSound.AudioSpriteSound} The new audio sprite sound instance.
|
||||
* @return {AudioSpriteSound} The new audio sprite sound instance.
|
||||
*/
|
||||
addAudioSprite: function (key, config)
|
||||
{
|
||||
|
|
|
@ -402,7 +402,7 @@ var CanvasTexture = new Class({
|
|||
/**
|
||||
* An object containing the position and color data for a single pixel in a CanvasTexture.
|
||||
*
|
||||
* @typedef {object} Phaser.Textures.CanvasTexture.PixelConfig
|
||||
* @typedef {object} PixelConfig
|
||||
*
|
||||
* @property {integer} x - The x-coordinate of the pixel.
|
||||
* @property {integer} y - The y-coordinate of the pixel.
|
||||
|
@ -427,7 +427,7 @@ var CanvasTexture = new Class({
|
|||
* @param {integer} width - The width of the region to get. Must be an integer.
|
||||
* @param {integer} [height] - The height of the region to get. Must be an integer. If not given will be set to the `width`.
|
||||
*
|
||||
* @return {Phaser.Textures.CanvasTexture.PixelConfig[]} An array of Pixel objects.
|
||||
* @return {PixelConfig[]} An array of Pixel objects.
|
||||
*/
|
||||
getPixels: function (x, y, width, height)
|
||||
{
|
||||
|
|
Loading…
Add table
Reference in a new issue