Updated documentation.

This commit is contained in:
photonstorm 2013-11-28 15:57:09 +00:00
parent 8da9b67c18
commit f22159e257
193 changed files with 68905 additions and 93104 deletions

View file

@ -28,21 +28,7 @@ module.exports = function (grunt) {
'src/pixi/extras/Rope.js',
'src/pixi/extras/TilingSprite.js',
'src/pixi/filters/AbstractFilter.js',
'src/pixi/filters/BlurFilter.js',
'src/pixi/filters/BlurXFilter.js',
'src/pixi/filters/BlurYFilter.js',
'src/pixi/filters/ColorMatrixFilter.js',
'src/pixi/filters/CrossHatchFilter.js',
'src/pixi/filters/DisplacementFilter.js',
'src/pixi/filters/DotScreenFilter.js',
'src/pixi/filters/FilterBlock.js',
'src/pixi/filters/GreyFilter.js',
'src/pixi/filters/InvertFilter.js',
'src/pixi/filters/PixelateFilter.js',
'src/pixi/filters/RGBSplitFilter.js',
'src/pixi/filters/SepiaFilter.js',
'src/pixi/filters/SmartBlurFilter.js',
'src/pixi/filters/TwistFilter.js',
'src/pixi/primitives/Graphics.js',
'src/pixi/renderers/canvas/CanvasGraphics.js',
'src/pixi/renderers/canvas/CanvasRenderer.js',

View file

@ -5,7 +5,7 @@ Phaser 1.1
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
Version: 1.1.3 - Released: -in development-
Version: 1.1.3 - Released: November 28th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@ -39,7 +39,7 @@ Phaser is everything we ever wanted from an HTML5 game framework. It powers all
Change Log
----------
Version 1.1.3 - in build
Version 1.1.3 - November 28th 2013
* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
* New: The entire Phaser library has been updated to match the new JSHint configuration.
@ -250,7 +250,7 @@ Before submitting a pull request, please run your code through [JSHint](http://w
Bugs?
-----
Please add them to the [Issue Tracker][1] with as much info as possible.
Please add them to the [Issue Tracker][1] with as much info as possible, especially source code demonstrating the issue.
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png)

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22
build/phaser.min.js vendored

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@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -406,13 +446,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
this.game = game;
/**
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
* @private
*/
this._parent = parent;
this._parent = parent;
/**
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
@ -429,18 +469,18 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
* @property {object} _frames
* @private
*/
this._frames = [];
this._frames = [];
this._frames = this._frames.concat(frames);
/**
* @property {number} delay - The delay in ms between each frame of the Animation.
*/
this.delay = 1000 / delay;
this.delay = 1000 / delay;
/**
* @property {boolean} looped - The loop state of the Animation.
*/
this.looped = looped;
this.looped = looped;
/**
* @property {boolean} looped - The loop state of the Animation.
@ -451,13 +491,13 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
* @default
*/
this.isFinished = false;
this.isFinished = false;
/**
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
* @default
*/
this.isPlaying = false;
this.isPlaying = false;
/**
* @property {boolean} isPaused - The paused state of the Animation.
@ -477,7 +517,7 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
* @private
* @default
*/
this._frameIndex = 0;
this._frameIndex = 0;
/**
* @property {number} _frameDiff
@ -496,8 +536,8 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
/**
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
*/
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Phaser.Animation.prototype = {
@ -542,7 +582,7 @@ Phaser.Animation.prototype = {
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this._parent.events)
{
@ -609,7 +649,7 @@ Phaser.Animation.prototype = {
return false;
}
if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
if (this.isPlaying === true && this.game.time.now >= this._timeNextFrame)
{
this._frameSkip = 1;
@ -653,7 +693,11 @@ Phaser.Animation.prototype = {
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this.currentFrame)
{
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
return true;
@ -710,7 +754,7 @@ Phaser.Animation.prototype = {
* @name Phaser.Animation#paused
* @property {boolean} paused - Gets and sets the paused state of this Animation.
*/
Object.defineProperty(Phaser.Animation.prototype, "paused", {
Object.defineProperty(Phaser.Animation.prototype, 'paused', {
get: function () {
@ -745,7 +789,7 @@ Object.defineProperty(Phaser.Animation.prototype, "paused", {
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly
*/
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {
get: function () {
return this._frames.length;
@ -757,7 +801,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
* @name Phaser.Animation#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Animation.prototype, "frame", {
Object.defineProperty(Phaser.Animation.prototype, 'frame', {
get: function () {
@ -779,7 +823,7 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
if (this.currentFrame !== null)
{
this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
@ -868,7 +912,7 @@ 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 Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -400,49 +440,49 @@ Phaser.AnimationManager = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
*/
this.sprite = sprite;
this.sprite = sprite;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = sprite.game;
this.game = sprite.game;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
* @default
*/
this.currentFrame = null;
/**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default
*/
this.updateIfVisible = true;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
* @default
*/
this.currentFrame = null;
/**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default
*/
this.updateIfVisible = true;
/**
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default
*/
this.isLoaded = false;
/**
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default
*/
this.isLoaded = false;
/**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private
* @default
*/
this._frameData = null;
/**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private
* @default
*/
this._frameData = null;
/**
* @property {object} _anims - An internal object that stores all of the Animation instances.
* @private
*/
this._anims = {};
/**
* @property {object} _anims - An internal object that stores all of the Animation instances.
* @private
*/
this._anims = {};
/**
* @property {object} _outputFrames - An internal object to help avoid gc.
* @private
*/
this._outputFrames = [];
/**
* @property {object} _outputFrames - An internal object to help avoid gc.
* @private
*/
this._outputFrames = [];
};
@ -456,226 +496,226 @@ Phaser.AnimationManager.prototype = {
* @private
* @param {Phaser.FrameData} frameData - The FrameData set to load.
*/
loadFrameData: function (frameData) {
loadFrameData: function (frameData) {
this._frameData = frameData;
this.frame = 0;
this.isLoaded = true;
this._frameData = frameData;
this.frame = 0;
this.isLoaded = true;
},
},
/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
* @method Phaser.AnimationManager#add
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
if (this._frameData == null)
{
console.warn('No FrameData available for Phaser.Animation ' + name);
return;
}
if (this._frameData == null)
{
console.warn('No FrameData available for Phaser.Animation ' + name);
return;
}
frameRate = frameRate || 60;
frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; }
if (typeof loop === 'undefined') { loop = false; }
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
if (frames && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
if (frames && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
// Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null)
{
this.sprite.events.onAnimationStart = new Phaser.Signal();
this.sprite.events.onAnimationComplete = new Phaser.Signal();
this.sprite.events.onAnimationLoop = new Phaser.Signal();
}
// Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null)
{
this.sprite.events.onAnimationStart = new Phaser.Signal();
this.sprite.events.onAnimationComplete = new Phaser.Signal();
this.sprite.events.onAnimationLoop = new Phaser.Signal();
}
this._outputFrames.length = 0;
this._outputFrames.length = 0;
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
return this._anims[name];
return this._anims[name];
},
},
/**
* Check whether the frames in the given array are valid and exist.
*
/**
* Check whether the frames in the given array are valid and exist.
*
* @method Phaser.AnimationManager#validateFrames
* @param {Array} frames - An array of frames to be validated.
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
* @return {boolean} True if all given Frames are valid, otherwise false.
*/
validateFrames: function (frames, useNumericIndex) {
* @param {Array} frames - An array of frames to be validated.
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
* @return {boolean} True if all given Frames are valid, otherwise false.
*/
validateFrames: function (frames, useNumericIndex) {
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
for (var i = 0; i &lt; frames.length; i++)
{
if (useNumericIndex == true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) == false)
{
return false;
}
}
}
for (var i = 0; i &lt; frames.length; i++)
{
if (useNumericIndex === true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) === false)
{
return false;
}
}
}
return true;
return true;
},
},
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
play: function (name, frameRate, loop, killOnComplete) {
*/
play: function (name, frameRate, loop, killOnComplete) {
if (this._anims[name])
{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying == false)
{
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
else
{
this.currentAnim = this._anims[name];
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
if (this._anims[name])
{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying === false)
{
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
else
{
this.currentAnim = this._anims[name];
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
},
},
/**
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
* The currentAnim property of the AnimationManager is automatically set to the animation given.
*
* @method Phaser.AnimationManager#stop
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
*/
stop: function (name, resetFrame) {
/**
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
* The currentAnim property of the AnimationManager is automatically set to the animation given.
*
* @method Phaser.AnimationManager#stop
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
*/
stop: function (name, resetFrame) {
if (typeof resetFrame == 'undefined') { resetFrame = false; }
if (typeof resetFrame == 'undefined') { resetFrame = false; }
if (typeof name == 'string')
{
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop(resetFrame);
}
}
else
{
if (this.currentAnim)
{
this.currentAnim.stop(resetFrame);
}
}
if (typeof name == 'string')
{
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop(resetFrame);
}
}
else
{
if (this.currentAnim)
{
this.currentAnim.stop(resetFrame);
}
}
},
},
/**
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
*
* @method Phaser.AnimationManager#update
* @protected
/**
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
*
* @method Phaser.AnimationManager#update
* @protected
* @return {boolean} True if a new animation frame has been set, otherwise false.
*/
update: function () {
*/
update: function () {
if (this.updateIfVisible && this.sprite.visible == false)
{
return false;
}
if (this.updateIfVisible && this.sprite.visible === false)
{
return false;
}
if (this.currentAnim && this.currentAnim.update() == true)
{
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.currentFrame = this.currentFrame;
return true;
}
if (this.currentAnim && this.currentAnim.update() === true)
{
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.currentFrame = this.currentFrame;
return true;
}
return false;
return false;
},
},
/**
* Returns an animation that was previously added by name.
*
* @method Phaser.AnimationManager#getAnimation
* @param {string} name - The name of the animation to be returned, e.g. "fire".
/**
* Returns an animation that was previously added by name.
*
* @method Phaser.AnimationManager#getAnimation
* @param {string} name - The name of the animation to be returned, e.g. "fire".
* @return {Phaser.Animation|boolean} The Animation instance, if found, otherwise false.
*/
getAnimation: function (name) {
*/
getAnimation: function (name) {
if (typeof name == 'string')
{
if (this._anims[name])
{
return this._anims[name];
}
}
if (typeof name == 'string')
{
if (this._anims[name])
{
return this._anims[name];
}
}
return false;
return false;
},
},
/**
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
*
* @method Phaser.AnimationManager#refreshFrame
*/
refreshFrame: function () {
refreshFrame: function () {
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
},
},
/**
* Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
@ -699,7 +739,7 @@ Phaser.AnimationManager.prototype = {
* @property {Phaser.FrameData} frameData - The current animations FrameData.
* @readonly
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
get: function () {
return this._frameData;
@ -712,7 +752,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
get: function () {
@ -732,7 +772,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
* @name Phaser.AnimationManager#paused
* @property {boolean} paused - Gets and sets the paused state of the current animation.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
get: function () {
@ -752,15 +792,15 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
* @name Phaser.AnimationManager#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
get: function () {
if (this.currentFrame)
{
return this._frameIndex;
}
if (this.currentFrame)
{
return this._frameIndex;
}
},
set: function (value) {
@ -770,7 +810,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
this.currentFrame = this._frameData.getFrame(value);
this._frameIndex = value;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
@ -781,14 +821,14 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
* @name Phaser.AnimationManager#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
get: function () {
if (this.currentFrame)
{
return this.currentFrame.name;
}
if (this.currentFrame)
{
return this.currentFrame.name;
}
},
@ -799,11 +839,11 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
this.currentFrame = this._frameData.getFrameByName(value);
this._frameIndex = this.currentFrame.index;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
else
{
console.warn("Cannot set frameName: " + value);
console.warn('Cannot set frameName: ' + value);
}
}
@ -829,7 +869,7 @@ 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 Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -438,7 +478,7 @@ Phaser.AnimationParser = {
}
// Zero or smaller than frame sizes?
if (width == 0 || height == 0 || width &lt; frameWidth || height &lt; frameHeight || total === 0)
if (width === 0 || height === 0 || width &lt; frameWidth || height &lt; frameHeight || total === 0)
{
console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height &lt; given frameWidth/frameHeight");
return null;
@ -507,13 +547,13 @@ Phaser.AnimationParser = {
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename,
uuid
));
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[i].frame.x,
@ -525,12 +565,12 @@ Phaser.AnimationParser = {
if (frames[i].trimmed)
{
newFrame.setTrim(
frames[i].trimmed,
frames[i].sourceSize.w,
frames[i].sourceSize.h,
frames[i].spriteSourceSize.x,
frames[i].spriteSourceSize.y,
frames[i].spriteSourceSize.w,
frames[i].trimmed,
frames[i].sourceSize.w,
frames[i].sourceSize.h,
frames[i].spriteSourceSize.x,
frames[i].spriteSourceSize.y,
frames[i].spriteSourceSize.w,
frames[i].spriteSourceSize.h
);
@ -579,10 +619,10 @@ Phaser.AnimationParser = {
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
key,
uuid
));
@ -597,12 +637,12 @@ Phaser.AnimationParser = {
if (frames[key].trimmed)
{
newFrame.setTrim(
frames[key].trimmed,
frames[key].sourceSize.w,
frames[key].sourceSize.h,
frames[key].spriteSourceSize.x,
frames[key].spriteSourceSize.y,
frames[key].spriteSourceSize.w,
frames[key].trimmed,
frames[key].sourceSize.w,
frames[key].sourceSize.h,
frames[key].spriteSourceSize.x,
frames[key].spriteSourceSize.y,
frames[key].spriteSourceSize.w,
frames[key].spriteSourceSize.h
);
@ -644,6 +684,7 @@ Phaser.AnimationParser = {
var newFrame;
var uuid;
var name;
var frame;
var x;
var y;
@ -661,20 +702,20 @@ Phaser.AnimationParser = {
frame = frames[i].attributes;
name = frame.name.nodeValue;
x = parseInt(frame.x.nodeValue);
y = parseInt(frame.y.nodeValue);
width = parseInt(frame.width.nodeValue);
height = parseInt(frame.height.nodeValue);
x = parseInt(frame.x.nodeValue, 10);
y = parseInt(frame.y.nodeValue, 10);
width = parseInt(frame.width.nodeValue, 10);
height = parseInt(frame.height.nodeValue, 10);
frameX = null;
frameY = null;
if (frame.frameX)
{
frameX = Math.abs(parseInt(frame.frameX.nodeValue));
frameY = Math.abs(parseInt(frame.frameY.nodeValue));
frameWidth = parseInt(frame.frameWidth.nodeValue);
frameHeight = parseInt(frame.frameHeight.nodeValue);
frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
}
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
@ -726,7 +767,7 @@ Phaser.AnimationParser = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -410,7 +450,7 @@ Phaser.Physics.Arcade = function (game) {
/**
* @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
*/
this.gravity = new Phaser.Point;
this.gravity = new Phaser.Point();
/**
* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
@ -448,13 +488,13 @@ Phaser.Physics.Arcade = function (game) {
* @property {Phaser.Rectangle} _bounds1 - Internal cache var.
* @private
*/
this._bounds1 = new Phaser.Rectangle;
this._bounds1 = new Phaser.Rectangle();
/**
* @property {Phaser.Rectangle} _bounds2 - Internal cache var.
* @private
*/
this._bounds2 = new Phaser.Rectangle;
this._bounds2 = new Phaser.Rectangle();
/**
* @property {number} _overlap - Internal cache var.
@ -665,37 +705,194 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Checks if two Sprite objects overlap.
* Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
* You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
* Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
*
* @method Phaser.Physics.Arcade#overlap
* @param {Phaser.Sprite} object1 - The first object to check. Can be an instance of Phaser.Sprite or anything that extends it.
* @param {Phaser.Sprite} object2 - The second object to check. Can be an instance of Phaser.Sprite or anything that extends it.
* @returns {boolean} true if the two objects overlap.
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.
* @param {function} [overlapCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.
* @param {object} [callbackContext] - The context in which to run the callbacks.
* @returns {boolean} True if an overlap occured otherwise false.
*/
overlap: function (object1, object2) {
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) {
overlapCallback = overlapCallback || null;
processCallback = processCallback || null;
callbackContext = callbackContext || overlapCallback;
this._result = false;
this._total = 0;
// Only test valid objects
if (object1 && object2 && object1.exists && object2.exists)
{
return (Phaser.Rectangle.intersects(object1.body, object2.body));
// SPRITES
if (object1.type == Phaser.SPRITE)
{
if (object2.type == Phaser.SPRITE)
{
this.overlapSpriteVsSprite(object1, object2, overlapCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
this.overlapSpriteVsGroup(object1, object2, overlapCallback, processCallback, callbackContext);
}
}
// GROUPS
else if (object1.type == Phaser.GROUP)
{
if (object2.type == Phaser.SPRITE)
{
this.overlapSpriteVsGroup(object2, object1, overlapCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
this.overlapGroupVsGroup(object1, object2, overlapCallback, processCallback, callbackContext);
}
}
// EMITTER
else if (object1.type == Phaser.EMITTER)
{
if (object2.type == Phaser.SPRITE)
{
this.overlapSpriteVsGroup(object2, object1, overlapCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
this.overlapGroupVsGroup(object1, object2, overlapCallback, processCallback, callbackContext);
}
}
}
return false;
return (this._total > 0);
},
/**
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions.
* An internal function. Use Phaser.Physics.Arcade.overlap instead.
*
* @method Phaser.Physics.Arcade#overlapSpriteVsSprite
* @private
*/
overlapSpriteVsSprite: function (sprite1, sprite2, overlapCallback, processCallback, callbackContext) {
this._result = Phaser.Rectangle.intersects(sprite1.body, sprite2.body);
if (this._result)
{
// They collided, is there a custom process callback?
if (processCallback)
{
if (processCallback.call(callbackContext, sprite1, sprite2))
{
this._total++;
if (overlapCallback)
{
overlapCallback.call(callbackContext, sprite1, sprite2);
}
}
}
else
{
this._total++;
if (overlapCallback)
{
overlapCallback.call(callbackContext, sprite1, sprite2);
}
}
}
},
/**
* An internal function. Use Phaser.Physics.Arcade.overlap instead.
*
* @method Phaser.Physics.Arcade#overlapSpriteVsGroup
* @private
*/
overlapSpriteVsGroup: function (sprite, group, overlapCallback, processCallback, callbackContext) {
if (group.length === 0)
{
return;
}
// What is the sprite colliding with in the quadtree?
this._potentials = this.quadTree.retrieve(sprite);
for (var i = 0, len = this._potentials.length; i &lt; len; i++)
{
// We have our potential suspects, are they in this group?
if (this._potentials[i].sprite.group == group)
{
this._result = Phaser.Rectangle.intersects(sprite.body, this._potentials[i]);
if (this._result && processCallback)
{
this._result = processCallback.call(callbackContext, sprite, this._potentials[i].sprite);
}
if (this._result)
{
this._total++;
if (overlapCallback)
{
overlapCallback.call(callbackContext, sprite, this._potentials[i].sprite);
}
}
}
}
},
/**
* An internal function. Use Phaser.Physics.Arcade.overlap instead.
*
* @method Phaser.Physics.Arcade#overlapGroupVsGroup
* @private
*/
overlapGroupVsGroup: function (group1, group2, overlapCallback, processCallback, callbackContext) {
if (group1.length === 0 || group2.length === 0)
{
return;
}
if (group1._container.first._iNext)
{
var currentNode = group1._container.first._iNext;
do
{
if (currentNode.exists)
{
this.overlapSpriteVsGroup(currentNode, group2, overlapCallback, processCallback, callbackContext);
}
currentNode = currentNode._iNext;
}
while (currentNode != group1._container.last._iNext);
}
},
/**
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
* The objects are also automatically separated.
*
* @method Phaser.Physics.Arcade#collide
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap
* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap
* @param {function} [collideCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
* @param {function} [collideCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.
* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collideCallback will only be called if processCallback returns true.
* @param {object} [callbackContext] - The context in which to run the callbacks.
* @returns {number} The number of collisions that were processed.
* @returns {boolean} True if a collision occured otherwise false.
*/
collide: function (object1, object2, collideCallback, processCallback, callbackContext) {
@ -787,7 +984,7 @@ Phaser.Physics.Arcade.prototype = {
this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
if (this._mapData.length == 0)
if (this._mapData.length === 0)
{
return;
}
@ -831,12 +1028,12 @@ Phaser.Physics.Arcade.prototype = {
*/
collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) {
if (group.length == 0)
if (group.length === 0)
{
return;
}
if (group.length == 0)
if (group.length === 0)
{
return;
}
@ -845,7 +1042,7 @@ Phaser.Physics.Arcade.prototype = {
{
var currentNode = group._container.first._iNext;
do
do
{
if (currentNode.exists)
{
@ -904,7 +1101,7 @@ Phaser.Physics.Arcade.prototype = {
*/
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
if (group.length == 0)
if (group.length === 0)
{
return;
}
@ -946,7 +1143,7 @@ Phaser.Physics.Arcade.prototype = {
*/
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) {
if (group1.length == 0 || group2.length == 0)
if (group1.length === 0 || group2.length === 0)
{
return;
}
@ -955,7 +1152,7 @@ Phaser.Physics.Arcade.prototype = {
{
var currentNode = group1._container.first._iNext;
do
do
{
if (currentNode.exists)
{
@ -1003,7 +1200,7 @@ Phaser.Physics.Arcade.prototype = {
{
this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;
if (body1.deltaX() == 0 && body2.deltaX() == 0)
if (body1.deltaX() === 0 && body2.deltaX() === 0)
{
// They overlap but neither of them are moving
body1.embedded = true;
@ -1014,7 +1211,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving right and/or Body2 is moving left
this._overlap = body1.x + body1.width - body2.x;
if ((this._overlap > this._maxOverlap) || body1.allowCollision.right == false || body2.allowCollision.left == false)
if ((this._overlap > this._maxOverlap) || body1.allowCollision.right === false || body2.allowCollision.left === false)
{
this._overlap = 0;
}
@ -1029,7 +1226,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving left and/or Body2 is moving right
this._overlap = body1.x - body2.width - body2.x;
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left == false || body2.allowCollision.right == false)
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left === false || body2.allowCollision.right === false)
{
this._overlap = 0;
}
@ -1041,7 +1238,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
body1.overlapX = this._overlap;
body2.overlapX = this._overlap;
@ -1080,6 +1277,8 @@ Phaser.Physics.Arcade.prototype = {
body2.x += this._overlap;
body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x;
}
body1.updateHulls();
body2.updateHulls();
return true;
}
@ -1111,7 +1310,7 @@ Phaser.Physics.Arcade.prototype = {
{
this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;
if (body1.deltaY() == 0 && body2.deltaY() == 0)
if (body1.deltaY() === 0 && body2.deltaY() === 0)
{
// They overlap but neither of them are moving
body1.embedded = true;
@ -1122,7 +1321,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving down and/or Body2 is moving up
this._overlap = body1.y + body1.height - body2.y;
if ((this._overlap > this._maxOverlap) || body1.allowCollision.down == false || body2.allowCollision.up == false)
if ((this._overlap > this._maxOverlap) || body1.allowCollision.down === false || body2.allowCollision.up === false)
{
this._overlap = 0;
}
@ -1137,7 +1336,7 @@ Phaser.Physics.Arcade.prototype = {
// Body1 is moving up and/or Body2 is moving down
this._overlap = body1.y - body2.height - body2.y;
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up == false || body2.allowCollision.down == false)
if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up === false || body2.allowCollision.down === false)
{
this._overlap = 0;
}
@ -1149,7 +1348,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
body1.overlapY = this._overlap;
body2.overlapY = this._overlap;
@ -1200,6 +1399,8 @@ Phaser.Physics.Arcade.prototype = {
body2.x += body1.x - body1.lastX;
}
}
body1.updateHulls();
body2.updateHulls();
return true;
}
@ -1221,6 +1422,8 @@ Phaser.Physics.Arcade.prototype = {
this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
return this._result;
},
/**
@ -1233,7 +1436,7 @@ Phaser.Physics.Arcade.prototype = {
separateTileX: function (body, tile, separate) {
// Can't separate two immovable objects (tiles are always immovable)
if (body.immovable || body.deltaX() == 0 || Phaser.Rectangle.intersects(body.hullX, tile) == false)
if (body.immovable || body.deltaX() === 0 || Phaser.Rectangle.intersects(body.hullX, tile) === false)
{
return false;
}
@ -1248,8 +1451,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving left
this._overlap = tile.right - body.hullX.x;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
if (body.allowCollision.left == false || tile.tile.collideRight == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.left === false || tile.tile.collideRight === false)
if (body.allowCollision.left === false || tile.tile.collideRight === false)
{
this._overlap = 0;
}
@ -1263,8 +1466,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving right
this._overlap = body.hullX.right - tile.x;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
if (body.allowCollision.right == false || tile.tile.collideLeft == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.right === false || tile.tile.collideLeft === false)
if (body.allowCollision.right === false || tile.tile.collideLeft === false)
{
this._overlap = 0;
}
@ -1275,7 +1478,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
if (separate)
{
@ -1288,7 +1491,7 @@ Phaser.Physics.Arcade.prototype = {
body.x = body.x - this._overlap;
}
if (body.bounce.x == 0)
if (body.bounce.x === 0)
{
body.velocity.x = 0;
}
@ -1319,7 +1522,7 @@ Phaser.Physics.Arcade.prototype = {
separateTileY: function (body, tile, separate) {
// Can't separate two immovable objects (tiles are always immovable)
if (body.immovable || body.deltaY() == 0 || Phaser.Rectangle.intersects(body.hullY, tile) == false)
if (body.immovable || body.deltaY() === 0 || Phaser.Rectangle.intersects(body.hullY, tile) === false)
{
return false;
}
@ -1334,8 +1537,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving up
this._overlap = tile.bottom - body.hullY.y;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false)
if (body.allowCollision.up == false || tile.tile.collideDown == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.up === false || tile.tile.collideDown === false)
if (body.allowCollision.up === false || tile.tile.collideDown === false)
{
this._overlap = 0;
}
@ -1349,8 +1552,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving down
this._overlap = body.hullY.bottom - tile.y;
// if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false)
if (body.allowCollision.down == false || tile.tile.collideUp == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.down === false || tile.tile.collideUp === false)
if (body.allowCollision.down === false || tile.tile.collideUp === false)
{
this._overlap = 0;
}
@ -1361,7 +1564,7 @@ Phaser.Physics.Arcade.prototype = {
}
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
if (this._overlap !== 0)
{
if (separate)
{
@ -1374,7 +1577,7 @@ Phaser.Physics.Arcade.prototype = {
body.y = body.y - this._overlap;
}
if (body.bounce.y == 0)
if (body.bounce.y === 0)
{
body.velocity.y = 0;
}
@ -1514,7 +1717,7 @@ Phaser.Physics.Arcade.prototype = {
velocityFromAngle: function (angle, speed, point) {
if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point;
point = point || new Phaser.Point();
return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
@ -1533,7 +1736,7 @@ Phaser.Physics.Arcade.prototype = {
velocityFromRotation: function (rotation, speed, point) {
if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point;
point = point || new Phaser.Point();
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
@ -1552,7 +1755,7 @@ Phaser.Physics.Arcade.prototype = {
accelerationFromRotation: function (rotation, speed, point) {
if (typeof speed === 'undefined') { speed = 60; }
point = point || new Phaser.Point;
point = point || new Phaser.Point();
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
@ -1781,7 +1984,7 @@ Phaser.Physics.Arcade.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

1603
docs/BitmapData.js.html Normal file

File diff suppressed because it is too large Load diff

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -388,11 +428,16 @@
*/
/**
* Creates a new `BitmapText` object. BitmapText work by taking a texture file and an XML file that describes the font layout.
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
* Creates a new BitmapText object.
*
* @class Phaser.BitmapText
*
* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
*
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
*
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object.
@ -404,100 +449,108 @@ Phaser.BitmapText = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
text = text || '';
style = style || '';
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
/**
* @property {Description} group - Description.
* @default
*/
this.group = null;
/**
* @property {string} name - Description.
* @default
*/
this.name = '';
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
PIXI.BitmapText.call(this, text, style);
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {Description} type - Description.
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
/**
* @property {Phaser.Group} group - The parent Group of this BitmapText.
*/
this.group = null;
/**
* @property {string} name - The user defined name given to this BitmapText.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.BITMAPTEXT;
/**
* @property {number} position.x - Description.
*/
PIXI.BitmapText.call(this, text, style);
/**
* @property {number} position.x - The x position of this object.
*/
this.position.x = x;
/**
* @property {number} position.y - Description.
*/
/**
* @property {number} position.y - The y position of this object.
*/
this.position.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
/**
* @property {Phaser.Point} anchor - Description.
*/
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - Description.
*/
/**
* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
*/
this.scale = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
/**
* @property {function} _cache - Description.
* @private
*/
this._cache = {
/**
* @property {object} _cache - A mini cache for storing all of the calculated values.
* @private
*/
this._cache = {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
a00: 1,
a01: 0,
a02: x,
a10: 0,
a11: 1,
a12: y,
id: 1,
// The previous calculated position
x: -1, y: -1,
x: -1,
y: -1,
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1
scaleX: 1,
scaleY: 1
};
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {boolean} renderable - Description.
* @private
*/
/**
* @property {boolean} renderable - A renderable object will be rendered to the context each frame.
*/
this.renderable = true;
};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
// Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
@ -555,11 +608,11 @@ Phaser.BitmapText.prototype.destroy = function() {
}
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
* Indicates the rotation of the BitmapText, 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.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.BitmapText#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
@ -574,11 +627,9 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
});
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
* The x coordinate of this object in world space.
* @name Phaser.BitmapText#x
* @property {number} x - The x coordinate of this object in world space.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
@ -593,11 +644,9 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
});
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
* The y coordinate of this object in world space.
* @name Phaser.BitmapText#y
* @property {number} y - The y coordinate of this object in world space.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
@ -631,7 +680,7 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -401,91 +441,91 @@ Phaser.Physics.Arcade.Body = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
*/
this.sprite = sprite;
this.sprite = sprite;
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = sprite.game;
this.game = sprite.game;
/**
* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
*/
this.offset = new Phaser.Point;
this.offset = new Phaser.Point();
/**
* @property {number} x - The x position of the physics body.
* @readonly
*/
this.x = sprite.x;
this.x = sprite.x;
/**
* @property {number} y - The y position of the physics body.
* @readonly
*/
this.y = sprite.y;
this.y = sprite.y;
/**
* @property {number} preX - The previous x position of the physics body.
* @readonly
*/
this.preX = sprite.x;
this.preX = sprite.x;
/**
* @property {number} preY - The previous y position of the physics body.
* @readonly
*/
this.preY = sprite.y;
this.preY = sprite.y;
/**
* @property {number} preRotation - The previous rotation of the physics body.
* @readonly
*/
this.preRotation = sprite.angle;
this.preRotation = sprite.angle;
/**
* @property {number} screenX - The x position of the physics body translated to screen space.
* @readonly
*/
this.screenX = sprite.x;
this.screenX = sprite.x;
/**
* @property {number} screenY - The y position of the physics body translated to screen space.
* @readonly
*/
this.screenY = sprite.y;
this.screenY = sprite.y;
/**
* @property {number} sourceWidth - The un-scaled original size.
* @readonly
*/
this.sourceWidth = sprite.currentFrame.sourceSizeW;
this.sourceWidth = sprite.currentFrame.sourceSizeW;
/**
* @property {number} sourceHeight - The un-scaled original size.
* @readonly
*/
this.sourceHeight = sprite.currentFrame.sourceSizeH;
this.sourceHeight = sprite.currentFrame.sourceSizeH;
/**
* @property {number} width - The calculated width of the physics body.
*/
this.width = sprite.currentFrame.sourceSizeW;
this.width = sprite.currentFrame.sourceSizeW;
/**
* @property .numInternal ID cache
*/
this.height = sprite.currentFrame.sourceSizeH;
this.height = sprite.currentFrame.sourceSizeH;
/**
* @property {number} halfWidth - The calculated width / 2 of the physics body.
*/
this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
/**
* @property {number} halfHeight - The calculated height / 2 of the physics body.
*/
this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
/**
* @property {Phaser.Point} center - The center coordinate of the Physics Body.
@ -496,38 +536,38 @@ Phaser.Physics.Arcade.Body = function (sprite) {
* @property {number} _sx - Internal cache var.
* @private
*/
this._sx = sprite.scale.x;
this._sx = sprite.scale.x;
/**
* @property {number} _sy - Internal cache var.
* @private
*/
this._sy = sprite.scale.y;
this._sy = sprite.scale.y;
/**
* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
*/
this.velocity = new Phaser.Point;
this.velocity = new Phaser.Point();
/**
* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
*/
this.acceleration = new Phaser.Point;
this.acceleration = new Phaser.Point();
/**
* @property {Phaser.Point} drag - The drag applied to the motion of the Body.
*/
this.drag = new Phaser.Point;
this.drag = new Phaser.Point();
/**
* @property {Phaser.Point} gravity - A private Gravity setting for the Body.
*/
this.gravity = new Phaser.Point;
this.gravity = new Phaser.Point();
/**
* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
*/
this.bounce = new Phaser.Point;
this.bounce = new Phaser.Point();
/**
* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
@ -583,7 +623,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.quadTreeIndex = -1;
// Allow collision
// Allow collision
/**
* Set the allowCollision properties to control which directions collision is processed for this Body.
@ -701,20 +741,20 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#updateBounds
* @protected
*/
updateBounds: function (centerX, centerY, scaleX, scaleY) {
updateBounds: function (centerX, centerY, scaleX, scaleY) {
if (scaleX != this._sx || scaleY != this._sy)
{
this.width = this.sourceWidth * scaleX;
this.height = this.sourceHeight * scaleY;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this._sx = scaleX;
this._sy = scaleY;
if (scaleX != this._sx || scaleY != this._sy)
{
this.width = this.sourceWidth * scaleX;
this.height = this.sourceHeight * scaleY;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this._sx = scaleX;
this._sy = scaleY;
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
}
}
},
},
/**
* Internal method.
@ -722,55 +762,55 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#preUpdate
* @protected
*/
preUpdate: function () {
preUpdate: function () {
// Store and reset collision flags
this.wasTouching.none = this.touching.none;
this.wasTouching.up = this.touching.up;
this.wasTouching.down = this.touching.down;
this.wasTouching.left = this.touching.left;
this.wasTouching.right = this.touching.right;
// Store and reset collision flags
this.wasTouching.none = this.touching.none;
this.wasTouching.up = this.touching.up;
this.wasTouching.down = this.touching.down;
this.wasTouching.left = this.touching.left;
this.wasTouching.right = this.touching.right;
this.touching.none = true;
this.touching.up = false;
this.touching.down = false;
this.touching.left = false;
this.touching.right = false;
this.touching.none = true;
this.touching.up = false;
this.touching.down = false;
this.touching.left = false;
this.touching.right = false;
this.embedded = false;
this.embedded = false;
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.preRotation = this.sprite.angle;
this.x = this.preX;
this.y = this.preY;
this.rotation = this.preRotation;
this.x = this.preX;
this.y = this.preY;
this.rotation = this.preRotation;
if (this.moves)
{
this.game.physics.updateMotion(this);
if (this.moves)
{
this.game.physics.updateMotion(this);
if (this.collideWorldBounds)
{
this.checkWorldBounds();
}
if (this.collideWorldBounds)
{
this.checkWorldBounds();
}
this.updateHulls();
this.updateHulls();
}
if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
{
this.quadTreeIDs = [];
this.quadTreeIndex = -1;
this.game.physics.quadTree.insert(this);
}
if (this.skipQuadTree === false && this.allowCollision.none === false && this.sprite.visible && this.sprite.alive)
{
this.quadTreeIDs = [];
this.quadTreeIndex = -1;
this.game.physics.quadTree.insert(this);
}
},
},
/**
* Internal method.
@ -778,25 +818,25 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#postUpdate
* @protected
*/
postUpdate: function () {
postUpdate: function () {
if (this.deltaX() &lt; 0)
{
this.facing = Phaser.LEFT;
}
else if (this.deltaX() > 0)
{
this.facing = Phaser.RIGHT;
}
if (this.deltaX() &lt; 0)
{
this.facing = Phaser.LEFT;
}
else if (this.deltaX() > 0)
{
this.facing = Phaser.RIGHT;
}
if (this.deltaY() &lt; 0)
{
this.facing = Phaser.UP;
}
else if (this.deltaY() > 0)
{
this.facing = Phaser.DOWN;
}
if (this.deltaY() &lt; 0)
{
this.facing = Phaser.UP;
}
else if (this.deltaY() > 0)
{
this.facing = Phaser.DOWN;
}
if (this.deltaX() !== 0 || this.deltaY() !== 0)
{
@ -805,12 +845,12 @@ Phaser.Physics.Arcade.Body.prototype = {
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
}
if (this.allowRotation)
{
this.sprite.angle += this.deltaZ();
}
if (this.allowRotation)
{
this.sprite.angle += this.deltaZ();
}
},
},
/**
* Internal method.
@ -818,12 +858,12 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#updateHulls
* @protected
*/
updateHulls: function () {
updateHulls: function () {
this.hullX.setTo(this.x, this.preY, this.width, this.height);
this.hullY.setTo(this.preX, this.y, this.width, this.height);
this.hullX.setTo(this.x, this.preY, this.width, this.height);
this.hullY.setTo(this.preX, this.y, this.width, this.height);
},
},
/**
* Internal method.
@ -831,31 +871,31 @@ Phaser.Physics.Arcade.Body.prototype = {
* @method Phaser.Physics.Arcade#checkWorldBounds
* @protected
*/
checkWorldBounds: function () {
checkWorldBounds: function () {
if (this.x &lt; this.game.world.bounds.x)
{
this.x = this.game.world.bounds.x;
this.velocity.x *= -this.bounce.x;
}
else if (this.right > this.game.world.bounds.right)
{
this.x = this.game.world.bounds.right - this.width;
this.velocity.x *= -this.bounce.x;
}
if (this.x &lt; this.game.world.bounds.x)
{
this.x = this.game.world.bounds.x;
this.velocity.x *= -this.bounce.x;
}
else if (this.right > this.game.world.bounds.right)
{
this.x = this.game.world.bounds.right - this.width;
this.velocity.x *= -this.bounce.x;
}
if (this.y &lt; this.game.world.bounds.y)
{
this.y = this.game.world.bounds.y;
this.velocity.y *= -this.bounce.y;
}
else if (this.bottom > this.game.world.bounds.bottom)
{
this.y = this.game.world.bounds.bottom - this.height;
this.velocity.y *= -this.bounce.y;
}
if (this.y &lt; this.game.world.bounds.y)
{
this.y = this.game.world.bounds.y;
this.velocity.y *= -this.bounce.y;
}
else if (this.bottom > this.game.world.bounds.bottom)
{
this.y = this.game.world.bounds.bottom - this.height;
this.velocity.y *= -this.bounce.y;
}
},
},
/**
* You can modify the size of the physics Body to be any dimension you need.
@ -868,46 +908,46 @@ Phaser.Physics.Arcade.Body.prototype = {
* @param {number} offsetX - The X offset of the Body from the Sprite position.
* @param {number} offsetY - The Y offset of the Body from the Sprite position.
*/
setSize: function (width, height, offsetX, offsetY) {
setSize: function (width, height, offsetX, offsetY) {
offsetX = offsetX || this.offset.x;
offsetY = offsetY || this.offset.y;
offsetX = offsetX || this.offset.x;
offsetY = offsetY || this.offset.y;
this.sourceWidth = width;
this.sourceHeight = height;
this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.offset.setTo(offsetX, offsetY);
this.sourceWidth = width;
this.sourceHeight = height;
this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.offset.setTo(offsetX, offsetY);
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
},
},
/**
* Resets all Body values (velocity, acceleration, rotation, etc)
*
* @method Phaser.Physics.Arcade#reset
*/
reset: function () {
reset: function () {
this.velocity.setTo(0, 0);
this.acceleration.setTo(0, 0);
this.velocity.setTo(0, 0);
this.acceleration.setTo(0, 0);
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.preRotation = this.sprite.angle;
this.x = this.preX;
this.y = this.preY;
this.rotation = this.preRotation;
this.x = this.preX;
this.y = this.preY;
this.rotation = this.preRotation;
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
},
},
/**
* Returns the absolute delta x value.
@ -965,7 +1005,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom
* @return {number}
**/
*/
get: function () {
return this.y + this.height;
},
@ -974,7 +1014,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom
* @param {number} value
**/
*/
set: function (value) {
if (value &lt;= this.y)
@ -1001,7 +1041,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
* However it does affect the width property.
* @method right
* @return {number}
**/
*/
get: function () {
return this.x + this.width;
},
@ -1011,7 +1051,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
* However it does affect the width property.
* @method right
* @param {number} value
**/
*/
set: function (value) {
if (value &lt;= this.x)
@ -1047,7 +1087,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -388,14 +428,17 @@
*/
/**
* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
* 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* 'Out' - when the Pointer that was previously over the Button moves out of it.
* 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* 'Up' - when the Pointer that was pressed down on the Button is released again.
* @class Phaser.Button
*
* @classdesc Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
*
* * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* * 'Out' - when the Pointer that was previously over the Button moves out of it.
* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* * 'Up' - when the Pointer that was pressed down on the Button is released again.
*
* You can set a unique texture frame and Sound for any of these states.
*
* @class Phaser.Button
* @constructor
*
* @param {Phaser.Game} game Current game instance.
@ -416,67 +459,67 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
callback = callback || null;
callbackContext = callbackContext || this;
Phaser.Sprite.call(this, game, x, y, key, outFrame);
Phaser.Sprite.call(this, game, x, y, key, outFrame);
/**
* @property {number} type - The Phaser Object Type.
*/
/**
* @property {number} type - The Phaser Object Type.
*/
this.type = Phaser.BUTTON;
/**
* @property {string} _onOverFrameName - Internal variable.
* @private
* @default
*/
/**
* @property {string} _onOverFrameName - Internal variable.
* @private
* @default
*/
this._onOverFrameName = null;
/**
* @property {string} _onOutFrameName - Internal variable.
* @private
* @default
*/
/**
* @property {string} _onOutFrameName - Internal variable.
* @private
* @default
*/
this._onOutFrameName = null;
/**
* @property {string} _onDownFrameName - Internal variable.
* @private
* @default
*/
/**
* @property {string} _onDownFrameName - Internal variable.
* @private
* @default
*/
this._onDownFrameName = null;
/**
* @property {string} _onUpFrameName - Internal variable.
* @private
* @default
*/
/**
* @property {string} _onUpFrameName - Internal variable.
* @private
* @default
*/
this._onUpFrameName = null;
/**
* @property {number} _onOverFrameID - Internal variable.
* @private
* @default
*/
/**
* @property {number} _onOverFrameID - Internal variable.
* @private
* @default
*/
this._onOverFrameID = null;
/**
* @property {number} _onOutFrameID - Internal variable.
* @private
* @default
*/
/**
* @property {number} _onOutFrameID - Internal variable.
* @private
* @default
*/
this._onOutFrameID = null;
/**
* @property {number} _onDownFrameID - Internal variable.
* @private
* @default
*/
/**
* @property {number} _onDownFrameID - Internal variable.
* @private
* @default
*/
this._onDownFrameID = null;
/**
* @property {number} _onUpFrameID - Internal variable.
* @private
* @default
*/
/**
* @property {number} _onUpFrameID - Internal variable.
* @private
* @default
*/
this._onUpFrameID = null;
/**
@ -527,25 +570,25 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
*/
this.onUpSoundMarker = '';
/**
* @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state.
*/
this.onInputOver = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state.
*/
this.onInputOver = new Phaser.Signal();
/**
* @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state.
*/
this.onInputOut = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state.
*/
this.onInputOut = new Phaser.Signal();
/**
* @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state.
*/
this.onInputDown = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state.
*/
this.onInputDown = new Phaser.Signal();
/**
* @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state.
*/
this.onInputUp = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state.
*/
this.onInputUp = new Phaser.Signal();
/**
* @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down).
@ -620,7 +663,7 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame;
if (this.input.pointerOver() == false)
if (this.input.pointerOver() === false)
{
this.frameName = outFrame;
}
@ -630,7 +673,7 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame;
if (this.input.pointerOver() == false)
if (this.input.pointerOver() === false)
{
this.frame = outFrame;
}
@ -790,7 +833,7 @@ Phaser.Button.prototype.setDownSound = function (sound, marker) {
*/
Phaser.Button.prototype.onInputOverHandler = function (pointer) {
if (this.freezeFrames == false)
if (this.freezeFrames === false)
{
if (this._onOverFrameName != null)
{
@ -822,7 +865,7 @@ Phaser.Button.prototype.onInputOverHandler = function (pointer) {
*/
Phaser.Button.prototype.onInputOutHandler = function (pointer) {
if (this.freezeFrames == false)
if (this.freezeFrames === false)
{
if (this._onOutFrameName != null)
{
@ -854,7 +897,7 @@ Phaser.Button.prototype.onInputOutHandler = function (pointer) {
*/
Phaser.Button.prototype.onInputDownHandler = function (pointer) {
if (this.freezeFrames == false)
if (this.freezeFrames === false)
{
if (this._onDownFrameName != null)
{
@ -886,7 +929,7 @@ Phaser.Button.prototype.onInputDownHandler = function (pointer) {
*/
Phaser.Button.prototype.onInputUpHandler = function (pointer) {
if (this.freezeFrames == false)
if (this.freezeFrames === false)
{
if (this._onUpFrameName != null)
{
@ -903,7 +946,7 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
this.onUpSound.play(this.onUpSoundMarker);
}
if (this.forceOut && this.freezeFrames == false)
if (this.forceOut && this.freezeFrames === false)
{
if (this._onOutFrameName != null)
{
@ -942,7 +985,7 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -399,44 +439,44 @@
Phaser.Cache = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {object} game - Canvas key-value container.
* @private
*/
/**
* @property {object} game - Canvas key-value container.
* @private
*/
this._canvases = {};
/**
* @property {object} _images - Image key-value container.
* @private
*/
* @property {object} _images - Image key-value container.
* @private
*/
this._images = {};
/**
* @property {object} _textures - RenderTexture key-value container.
* @private
*/
* @property {object} _textures - RenderTexture key-value container.
* @private
*/
this._textures = {};
/**
* @property {object} _sounds - Sound key-value container.
* @private
*/
* @property {object} _sounds - Sound key-value container.
* @private
*/
this._sounds = {};
/**
* @property {object} _text - Text key-value container.
* @private
*/
* @property {object} _text - Text key-value container.
* @private
*/
this._text = {};
/**
* @property {object} _tilemaps - Tilemap key-value container.
* @private
*/
* @property {object} _tilemaps - Tilemap key-value container.
* @private
*/
this._tilemaps = {};
/**
@ -445,12 +485,19 @@ Phaser.Cache = function (game) {
*/
this._tilesets = {};
/**
* @property {object} _bitmapDatas - BitmapData key-value container.
* @private
*/
this._bitmapDatas = {};
this.addDefaultImage();
this.addMissingImage();
/**
* @property {Phaser.Signal} onSoundUnlock - Description.
*/
this.onSoundUnlock = new Phaser.Signal;
* @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices.
*/
this.onSoundUnlock = new Phaser.Signal();
};
@ -469,12 +516,27 @@ Phaser.Cache.prototype = {
},
/**
* Add a BitmapData object in 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.
* @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.
*/
addBitmapData: function (key, bitmapData) {
this._bitmapDatas[key] = bitmapData;
return bitmapData;
},
/**
* Add a new Phaser.RenderTexture in to the cache.
*
* @method Phaser.Cache#addRenderTexture
* @param {string} key - The unique key by which you will reference this object.
* @param {Phaser.Texture} textue - The texture to use as the base of the RenderTexture.
* @param {Phaser.Texture} texture - The texture to use as the base of the RenderTexture.
*/
addRenderTexture: function (key, texture) {
@ -601,14 +663,14 @@ Phaser.Cache.prototype = {
},
/**
* Adds a default image to be used when a key is wrong / missing. Is mapped to the key __default.
* Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default.
*
* @method Phaser.Cache#addDefaultImage
*/
addDefaultImage: function () {
var img = new Image();
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==";
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==";
this._images['__default'] = { url: null, data: img, spriteSheet: false };
this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
@ -618,6 +680,24 @@ Phaser.Cache.prototype = {
},
/**
* Adds an image to be used when a key is wrong / missing. Is mapped to the key __missing.
*
* @method Phaser.Cache#addMissingImage
*/
addMissingImage: function () {
var img = new Image();
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==";
this._images['__missing'] = { url: null, data: img, spriteSheet: false };
this._images['__missing'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
PIXI.BaseTextureCache['__missing'] = new PIXI.BaseTexture(img);
PIXI.TextureCache['__missing'] = new PIXI.Texture(PIXI.BaseTextureCache['__missing']);
},
/**
* Add a new text data.
*
@ -625,7 +705,7 @@ Phaser.Cache.prototype = {
* @param {string} key - Asset key for the text data.
* @param {string} url - URL of this text data file.
* @param {object} data - Extra text data.
*/
*/
addText: function (key, url, data) {
this._text[key] = {
@ -669,7 +749,6 @@ Phaser.Cache.prototype = {
webAudio = webAudio || true;
audioTag = audioTag || false;
var locked = this.game.sound.touchLocked;
var decoded = false;
if (audioTag)
@ -731,13 +810,13 @@ Phaser.Cache.prototype = {
},
/**
* Add a new decoded sound.
/**
* Add a new decoded sound.
*
* @method Phaser.Cache#decodedSound
* @param {string} key - Asset key for the sound.
* @param {object} data - Extra sound data.
*/
* @param {string} key - Asset key for the sound.
* @param {object} data - Extra sound data.
*/
decodedSound: function (key, data) {
this._sounds[key].data = data;
@ -746,13 +825,13 @@ Phaser.Cache.prototype = {
},
/**
* Get acanvas object from the cache by its key.
/**
* Get a canvas object from the cache by its key.
*
* @method Phaser.Cache#getCanvas
* @param {string} key - Asset key of the canvas you want.
* @return {object} The canvas you want.
*/
* @param {string} key - Asset key of the canvas you want.
* @return {object} The canvas you want.
*/
getCanvas: function (key) {
if (this._canvases[key])
@ -761,6 +840,25 @@ Phaser.Cache.prototype = {
}
return null;
},
/**
* Get a BitmapData object from the cache by its key.
*
* @method Phaser.Cache#getBitmapData
* @param {string} key - Asset key of the BitmapData object you want.
* @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
*/
getBitmapData: function (key) {
if (this._bitmapDatas[key])
{
return this._bitmapDatas[key];
}
return null;
},
/**
@ -769,7 +867,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#checkImageKey
* @param {string} key - Asset key of the image you want.
* @return {boolean} True if the key exists, otherwise false.
*/
*/
checkImageKey: function (key) {
if (this._images[key])
@ -781,13 +879,13 @@ Phaser.Cache.prototype = {
},
/**
* Get image data by key.
/**
* Get image data by key.
*
* @method Phaser.Cache#getImage
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
*/
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
*/
getImage: function (key) {
if (this._images[key])
@ -796,6 +894,7 @@ Phaser.Cache.prototype = {
}
return null;
},
/**
@ -804,7 +903,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#getTileSetImage
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
*/
*/
getTilesetImage: function (key) {
if (this._tilesets[key])
@ -822,7 +921,7 @@ Phaser.Cache.prototype = {
* @method Phaser.Cache#getTileset
* @param {string} key - Asset key of the image you want.
* @return {Phaser.Tileset} The tileset data. The tileset image is in the data property, the tile data in tileData.
*/
*/
getTileset: function (key) {
if (this._tilesets[key])
@ -851,13 +950,13 @@ Phaser.Cache.prototype = {
return null;
},
/**
* Get frame data by key.
/**
* Get frame data by key.
*
* @method Phaser.Cache#getFrameData
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.FrameData} The frame data you want.
*/
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.FrameData} The frame data you want.
*/
getFrameData: function (key) {
if (this._images[key] && this._images[key].frameData)
@ -911,7 +1010,7 @@ Phaser.Cache.prototype = {
*/
getFrame: function (key) {
if (this._images[key] && this._images[key].spriteSheet == false)
if (this._images[key] && this._images[key].spriteSheet === false)
{
return this._images[key].frame;
}
@ -954,13 +1053,13 @@ Phaser.Cache.prototype = {
},
/**
* Get sound by key.
/**
* Get sound by key.
*
* @method Phaser.Cache#getSound
* @param {string} key - Asset key of the sound you want.
* @return {Phaser.Sound} The sound you want.
*/
* @param {string} key - Asset key of the sound you want.
* @return {Phaser.Sound} The sound you want.
*/
getSound: function (key) {
if (this._sounds[key])
@ -972,13 +1071,13 @@ Phaser.Cache.prototype = {
},
/**
* Get sound data by key.
/**
* Get sound data by key.
*
* @method Phaser.Cache#getSoundData
* @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want.
*/
* @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want.
*/
getSoundData: function (key) {
if (this._sounds[key])
@ -990,13 +1089,13 @@ Phaser.Cache.prototype = {
},
/**
* Check if the given sound has finished decoding.
/**
* Check if the given sound has finished decoding.
*
* @method Phaser.Cache#isSoundDecoded
* @param {string} key - Asset key of the sound you want.
* @return {boolean} The decoded state of the Sound object.
*/
* @param {string} key - Asset key of the sound you want.
* @return {boolean} The decoded state of the Sound object.
*/
isSoundDecoded: function (key) {
if (this._sounds[key])
@ -1006,26 +1105,26 @@ Phaser.Cache.prototype = {
},
/**
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
/**
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
*
* @method Phaser.Cache#isSoundReady
* @param {string} key - Asset key of the sound you want.
* @return {boolean} True if the sound is decoded and the device is not touch locked.
*/
* @param {string} key - Asset key of the sound you want.
* @return {boolean} True if the sound is decoded and the device is not touch locked.
*/
isSoundReady: function (key) {
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked == false);
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked === false);
},
/**
* Check whether an image asset is sprite sheet or not.
/**
* Check whether an image asset is sprite sheet or not.
*
* @method Phaser.Cache#isSpriteSheet
* @param {string} key - Asset key of the sprite sheet you want.
* @return {boolean} True if the image is a sprite sheet.
*/
* @param {string} key - Asset key of the sprite sheet you want.
* @return {boolean} True if the image is a sprite sheet.
*/
isSpriteSheet: function (key) {
if (this._images[key])
@ -1037,13 +1136,13 @@ Phaser.Cache.prototype = {
},
/**
* Get text data by key.
/**
* Get text data by key.
*
* @method Phaser.Cache#getText
* @param {string} key - Asset key of the text data you want.
* @return {object} The text data you want.
*/
* @param {string} key - Asset key of the text data you want.
* @return {object} The text data you want.
*/
getText: function (key) {
if (this._text[key])
@ -1079,42 +1178,42 @@ Phaser.Cache.prototype = {
},
/**
* Returns an array containing all of the keys of Images in the Cache.
/**
* Returns an array containing all of the keys of Images in the Cache.
*
* @method Phaser.Cache#getImageKeys
* @return {Array} The string based keys in the Cache.
*/
* @return {Array} The string based keys in the Cache.
*/
getImageKeys: function () {
return this.getKeys(this._images);
return this.getKeys(this._images);
},
/**
* Returns an array containing all of the keys of Sounds in the Cache.
/**
* Returns an array containing all of the keys of Sounds in the Cache.
*
* @method Phaser.Cache#getSoundKeys
* @return {Array} The string based keys in the Cache.
*/
* @return {Array} The string based keys in the Cache.
*/
getSoundKeys: function () {
return this.getKeys(this._sounds);
return this.getKeys(this._sounds);
},
/**
* Returns an array containing all of the keys of Text Files in the Cache.
/**
* Returns an array containing all of the keys of Text Files in the Cache.
*
* @method Phaser.Cache#getTextKeys
* @return {Array} The string based keys in the Cache.
*/
* @return {Array} The string based keys in the Cache.
*/
getTextKeys: function () {
return this.getKeys(this._text);
return this.getKeys(this._text);
},
/**
* Removes a canvas from the cache.
/**
* Removes a canvas from the cache.
*
* @method Phaser.Cache#removeCanvas
* @method Phaser.Cache#removeCanvas
* @param {string} key - Key of the asset you want to remove.
*/
*/
removeCanvas: function (key) {
delete this._canvases[key];
},
@ -1149,11 +1248,11 @@ Phaser.Cache.prototype = {
delete this._text[key];
},
/**
* Clears the cache. Removes every local cache object reference.
/**
* Clears the cache. Removes every local cache object reference.
*
* @method Phaser.Cache#destroy
*/
* @method Phaser.Cache#destroy
*/
destroy: function () {
for (var item in this._canvases)
@ -1199,7 +1298,7 @@ Phaser.Cache.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -402,35 +442,35 @@
*/
Phaser.Camera = function (game, id, x, y, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
* Camera view.
* The view into the world we wish to render (by default the game dimensions).
/**
* Camera view.
* The view into the world we wish to render (by default the game dimensions).
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
* @property {Phaser.Rectangle} view
*/
* @property {Phaser.Rectangle} view
*/
this.view = new Phaser.Rectangle(x, y, width, height);
/**
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/
this.screenView = new Phaser.Rectangle(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.
@ -441,36 +481,36 @@ Phaser.Camera = function (game, id, x, y, width, height) {
this.bounds = new Phaser.Rectangle(x, y, width, height);
/**
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/
this.deadzone = null;
/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
this.visible = true;
/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
*/
this.atLimit = { x: false, y: false };
/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
* @default
*/
this.target = null;
/**
* @property {number} edge - Edge property.
/**
* @property {number} edge - Edge property.
* @private
* @default
*/
this._edge = 0;
this.displayObject = null;
};
/**
@ -499,7 +539,7 @@ Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
/**
/**
* Tells this camera which sprite to follow.
* @method Phaser.Camera#follow
* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
@ -532,6 +572,9 @@ Phaser.Camera.prototype = {
break;
case Phaser.Camera.FOLLOW_LOCKON:
this.deadzone = null;
break;
default:
this.deadzone = null;
break;
@ -550,7 +593,7 @@ Phaser.Camera.prototype = {
},
/**
/**
* Move the camera focus on a location instantly.
* @method Phaser.Camera#focusOnXY
* @param {number} x - X position.
@ -562,7 +605,7 @@ Phaser.Camera.prototype = {
},
/**
/**
* Update focusing and scrolling.
* @method Phaser.Camera#update
*/
@ -731,7 +774,7 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
* @property {number} y - Gets or sets the cameras y position.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
get: function () {
return this.view.y;
},
@ -802,7 +845,7 @@ 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 Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -423,10 +463,10 @@ Phaser.Canvas = {
* @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;
point = point || new Phaser.Point();
var box = element.getBoundingClientRect();
var clientTop = element.clientTop || document.body.clientTop || 0;
@ -447,7 +487,7 @@ Phaser.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;
},
@ -520,37 +560,43 @@ Phaser.Canvas = {
*
* @method Phaser.Canvas.addToDOM
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
* @param {string} parent - The DOM element to add the canvas to. Defaults to ''.
* @param {string|HTMLElement} parent - The DOM element to add the canvas to. Defaults to ''.
* @param {boolean} overflowHidden - If set to true it will add the overflow='hidden' style to the parent DOM element.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
addToDOM: function (canvas, parent, overflowHidden) {
parent = parent || '';
var target;
if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
if (parent !== '')
if (parent)
{
if (document.getElementById(parent))
// hopefully an element ID
if (typeof parent === 'string')
{
document.getElementById(parent).appendChild(canvas);
target = document.getElementById(parent);
}
// quick test for a HTMLelement
else if (typeof parent === 'object' && parent.nodeType === 1)
{
target = parent;
}
if (overflowHidden)
{
document.getElementById(parent).style.overflow = 'hidden';
}
}
else
if (overflowHidden)
{
document.body.appendChild(canvas);
target.style.overflow = 'hidden';
}
}
else
// fallback, covers an invalid ID and a none HTMLelement object
if(!target)
{
document.body.appendChild(canvas);
target = document.body;
}
target.appendChild(canvas);
return canvas;
},
@ -658,7 +704,7 @@ Phaser.Canvas = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -396,7 +436,7 @@
* @param {number} [y] The y coordinate of the center of the circle.
* @param {number} [diameter] The diameter of the circle.
* @return {Phaser.Circle} This circle object
**/
*/
Phaser.Circle = function (x, y, diameter) {
x = x || 0;
@ -405,26 +445,26 @@ Phaser.Circle = function (x, y, diameter) {
/**
* @property {number} x - The x coordinate of the center of the circle.
**/
*/
this.x = x;
/**
* @property {number} y - The y coordinate of the center of the circle.
**/
*/
this.y = y;
/**
* @property {number} _diameter - The diameter of the circle.
* @private
**/
*/
this._diameter = diameter;
if (diameter > 0)
{
/**
* @property {number} _radius - The radius of the circle.
* @private
**/
/**
* @property {number} _radius - The radius of the circle.
* @private
*/
this._radius = diameter * 0.5;
}
else
@ -440,7 +480,7 @@ Phaser.Circle.prototype = {
* The circumference of the circle.
* @method Phaser.Circle#circumference
* @return {number}
**/
*/
circumference: function () {
return 2 * (Math.PI * this._radius);
},
@ -452,7 +492,7 @@ Phaser.Circle.prototype = {
* @param {number} y - The y coordinate of the center of the circle.
* @param {number} diameter - The diameter of the circle in pixels.
* @return {Circle} This circle object.
**/
*/
setTo: function (x, y, diameter) {
this.x = x;
this.y = y;
@ -466,7 +506,7 @@ Phaser.Circle.prototype = {
* @method Phaser.Circle#copyFrom
* @param {any} source - The object to copy from.
* @return {Circle} This Circle object.
**/
*/
copyFrom: function (source) {
return this.setTo(source.x, source.y, source.diameter);
},
@ -476,11 +516,11 @@ Phaser.Circle.prototype = {
* @method Phaser.Circle#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[diameter] = this._diameter;
dest.x = this.x;
dest.y = this.y;
dest.diameter = this._diameter;
return dest;
},
@ -517,7 +557,7 @@ Phaser.Circle.prototype = {
if (typeof out === "undefined") { out = new Phaser.Circle(); }
return out.setTo(a.x, a.y, a.diameter);
return out.setTo(this.x, this.y, this.diameter);
},
@ -550,7 +590,7 @@ Phaser.Circle.prototype = {
* @param {number} dx - Moves the x value of the Circle object by this amount.
* @param {number} dy - Moves the y value of the Circle object by this amount.
* @return {Circle} This Circle object.
**/
*/
offset: function (dx, dy) {
this.x += dx;
this.y += dy;
@ -562,7 +602,7 @@ Phaser.Circle.prototype = {
* @method Phaser.Circle#offsetPoint
* @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).
* @return {Circle} This Circle object.
**/
*/
offsetPoint: function (point) {
return this.offset(point.x, point.y);
},
@ -571,7 +611,7 @@ Phaser.Circle.prototype = {
* Returns a string representation of this object.
* @method Phaser.Circle#toString
* @return {string} a string representation of the instance.
**/
*/
toString: function () {
return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
}
@ -734,11 +774,16 @@ Object.defineProperty(Phaser.Circle.prototype, "area", {
Object.defineProperty(Phaser.Circle.prototype, "empty", {
get: function () {
return (this._diameter == 0);
return (this._diameter === 0);
},
set: function (value) {
this.setTo(0, 0, 0);
if (value === true)
{
this.setTo(0, 0, 0);
}
}
});
@ -872,7 +917,7 @@ Phaser.Circle.intersectsRectangle = function (c, r) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -398,6 +438,7 @@ Phaser.Color = {
* Given an alpha and 3 color values this will return an integer representation of it.
*
* @method Phaser.Color.getColor32
* @static
* @param {number} alpha - The Alpha value (between 0 and 255).
* @param {number} red - The Red channel value (between 0 and 255).
* @param {number} green - The Green channel value (between 0 and 255).
@ -412,6 +453,7 @@ Phaser.Color = {
* Given 3 color values this will return an integer representation of it.
*
* @method Phaser.Color.getColor
* @static
* @param {number} red - The Red channel value (between 0 and 255).
* @param {number} green - The Green channel value (between 0 and 255).
* @param {number} blue - The Blue channel value (between 0 and 255).
@ -422,17 +464,19 @@ Phaser.Color = {
},
/**
* Converts the given hex string into an object containing the RGB values.
* Converts the given hex string into an integer color value.
*
* @method Phaser.Color.hexToRGB
* @static
* @param {string} h - The string hex color to convert.
* @returns {object} An object with 3 properties: r,g and b.
* @returns {number} The rgb color value.
*/
hexToRGB: function (h) {
var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
if (hex16.length==3) {
if (hex16.length==3)
{
hex16 = hex16.charAt(0) + hex16.charAt(0) + hex16.charAt(1) + hex16.charAt(1) + hex16.charAt(2) + hex16.charAt(2);
}
@ -449,6 +493,7 @@ Phaser.Color = {
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
*
* @method Phaser.Color.getColorInfo
* @static
* @param {number} color - A color value in the format 0xAARRGGBB.
* @returns {string} String containing the 3 lines of information.
*/
@ -457,13 +502,13 @@ Phaser.Color = {
var argb = Phaser.Color.getRGB(color);
var hsl = Phaser.Color.RGBtoHSV(color);
// Hex format
// Hex format
var result = Phaser.Color.RGBtoHexstring(color) + "\n";
// RGB format
// RGB format
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
// HSL info
// HSL info
result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
return result;
@ -474,6 +519,7 @@ Phaser.Color = {
* Return a string representation of the color in the format 0xAARRGGBB.
*
* @method Phaser.Color.RGBtoHexstring
* @static
* @param {number} color - The color to get the string representation for
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB
*/
@ -489,6 +535,7 @@ Phaser.Color = {
* Return a string representation of the color in the format #RRGGBB.
*
* @method Phaser.Color.RGBtoWebstring
* @static
* @param {number} color - The color to get the string representation for.
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB.
*/
@ -504,6 +551,7 @@ Phaser.Color = {
* Return a string containing a hex representation of the given color.
*
* @method Phaser.Color.colorToHexstring
* @static
* @param {number} color - The color channel to get the hex value for, must be a value between 0 and 255).
* @returns {string} A string of length 2 characters, i.e. 255 = FF, 0 = 00.
*/
@ -520,11 +568,12 @@ Phaser.Color = {
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateColor
* @param {number} color1 - Description.
* @param {number} color2 - Description.
* @param {number} steps - Description.
* @param {number} currentStep - Description.
* @param {number} alpha - Description.
* @static
* @param {number} color1 - The first color value.
* @param {number} color2 - The second color value.
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
* @param {number} alpha - The alpha of the returned color.
* @returns {number} The interpolated color value.
*/
interpolateColor: function (color1, color2, steps, currentStep, alpha) {
@ -544,12 +593,13 @@ Phaser.Color = {
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateColorWithRGB
* @param {number} color - Description.
* @param {number} r - Description.
* @param {number} g - Description.
* @param {number} b - Description.
* @param {number} steps - Description.
* @param {number} currentStep - Description.
* @static
* @param {number} color - The first color value.
* @param {number} r - The red color value, between 0 and 0xFF (255).
* @param {number} g - The green color value, between 0 and 0xFF (255).
* @param {number} b - The blue color value, between 0 and 0xFF (255).
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
* @returns {number} The interpolated color value.
*/
interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {
@ -566,14 +616,15 @@ Phaser.Color = {
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateRGB
* @param {number} r1 - Description.
* @param {number} g1 - Description.
* @param {number} b1 - Description.
* @param {number} r2 - Description.
* @param {number} g2 - Description.
* @param {number} b2 - Description.
* @param {number} steps - Description.
* @param {number} currentStep - Description.
* @static
* @param {number} r1 - The red color value, between 0 and 0xFF (255).
* @param {number} g1 - The green color value, between 0 and 0xFF (255).
* @param {number} b1 - The blue color value, between 0 and 0xFF (255).
* @param {number} r2 - The red color value, between 0 and 0xFF (255).
* @param {number} g2 - The green color value, between 0 and 0xFF (255).
* @param {number} b2 - The blue color value, between 0 and 0xFF (255).
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
* @returns {number} The interpolated color value.
*/
interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) {
@ -588,10 +639,11 @@ Phaser.Color = {
/**
* Returns a random color value between black and white
* &lt;p>Set the min value to start each channel from the given offset.&lt;/p>
* &lt;p>Set the max value to restrict the maximum color used per channel&lt;/p>
* Set the min value to start each channel from the given offset.
* Set the max value to restrict the maximum color used per channel.
*
* @method Phaser.Color.getRandomColor
* @static
* @param {number} min - The lowest value to use for the color.
* @param {number} max - The highest value to use for the color.
* @param {number} alpha - The alpha value of the returning color (default 255 = fully opaque).
@ -603,7 +655,7 @@ Phaser.Color = {
if (typeof max === "undefined") { max = 255; }
if (typeof alpha === "undefined") { alpha = 255; }
// Sanity checks
// Sanity checks
if (max > 255) {
return Phaser.Color.getColor(255, 255, 255);
}
@ -623,9 +675,10 @@ Phaser.Color = {
/**
* Return the component parts of a color as an Object with the properties alpha, red, green, blue
*
* &lt;p>Alpha will only be set if it exist in the given color (0xAARRGGBB)&lt;/p>
* Alpha will only be set if it exist in the given color (0xAARRGGBB)
*
* @method Phaser.Color.getRGB
* @static
* @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).
* @returns {object} An Object with properties: alpha, red, green, blue.
*/
@ -643,6 +696,7 @@ Phaser.Color = {
/**
* Returns a CSS friendly string value from the given color.
* @method Phaser.Color.getWebRGB
* @static
* @param {number} color
* @returns {string}A string in the format: 'rgba(r,g,b,a)'
*/
@ -661,6 +715,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255.
*
* @method Phaser.Color.getAlpha
* @static
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/
@ -672,6 +727,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1.
*
* @method Phaser.Color.getAlphaFloat
* @static
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/
@ -683,6 +739,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255.
*
* @method Phaser.Color.getRed
* @static
* @param {number} color In the format 0xAARRGGBB.
* @returns {number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red).
*/
@ -694,6 +751,7 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255.
*
* @method Phaser.Color.getGreen
* @static
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green).
*/
@ -705,13 +763,14 @@ Phaser.Color = {
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255.
*
* @method Phaser.Color.getBlue
* @static
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue).
*/
getBlue: function (color) {
return color & 0xFF;
}
};
</pre>
</article>
@ -734,7 +793,7 @@ Phaser.Color = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -398,47 +438,47 @@
Phaser.Utils.Debug = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Context} context - The canvas context on which to render the debug information.
*/
/**
* @property {Context} context - The canvas context on which to render the debug information.
*/
this.context = game.context;
/**
* @property {string} font - The font that the debug information is rendered in.
* @default '14px Courier'
*/
/**
* @property {string} font - The font that the debug information is rendered in.
* @default '14px Courier'
*/
this.font = '14px Courier';
/**
* @property {number} lineHeight - The line height between the debug text.
*/
/**
* @property {number} lineHeight - The line height between the debug text.
*/
this.lineHeight = 16;
/**
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
*/
/**
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
*/
this.renderShadow = true;
/**
* @property {Context} currentX - The current X position the debug information will be rendered at.
* @default
*/
/**
* @property {Context} currentX - The current X position the debug information will be rendered at.
* @default
*/
this.currentX = 0;
/**
* @property {number} currentY - The current Y position the debug information will be rendered at.
* @default
*/
/**
* @property {number} currentY - The current Y position the debug information will be rendered at.
* @default
*/
this.currentY = 0;
/**
* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
* @default
*/
/**
* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
* @default
*/
this.currentAlpha = 1;
};
@ -567,13 +607,13 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders the corners and point information of the given Sprite.
* @method Phaser.Utils.Debug#renderSpriteCorners
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered.
* @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite.
* @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
*/
* Renders the corners and point information of the given Sprite.
* @method Phaser.Utils.Debug#renderSpriteCorners
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered.
* @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite.
* @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
*/
renderSpriteCorners: function (sprite, showText, showBounds, color) {
if (this.context == null)
@ -690,7 +730,7 @@ Phaser.Utils.Debug.prototype = {
/**
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
* @method Phaser.Utils.Debug#renderDebug
* @method Phaser.Utils.Debug#renderPointer
* @param {Phaser.Pointer} pointer - Description.
* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
@ -709,7 +749,7 @@ Phaser.Utils.Debug.prototype = {
upColor = upColor || 'rgba(255,0,0,0.5)';
color = color || 'rgb(255,255,255)';
if (hideIfUp == true && pointer.isUp == true)
if (hideIfUp === true && pointer.isUp === true)
{
return;
}
@ -755,7 +795,7 @@ Phaser.Utils.Debug.prototype = {
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
*/
renderSpriteInputInfo: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)';
@ -771,13 +811,13 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Render Sprite collision.
* @method Phaser.Utils.Debug#renderSpriteCollision
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* Render Sprite collision.
* @method Phaser.Utils.Debug#renderSpriteCollision
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
*/
renderSpriteCollision: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)';
@ -1162,7 +1202,7 @@ Phaser.Utils.Debug.prototype = {
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {string} font - The font of text to draw.
*/
*/
renderText: function (text, x, y, color, font) {
if (this.context == null)
@ -1202,7 +1242,7 @@ Phaser.Utils.Debug.prototype = {
var testObject = entity.last.next;
entity = entity.first;
do
do
{
var name = entity.sprite.name || '*';
var nameNext = '-';
@ -1283,7 +1323,7 @@ Phaser.Utils.Debug.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -417,6 +457,12 @@ Phaser.Device = function () {
*/
this.iOS = false;
/**
* @property {boolean} cocoonJS - Is the game running under CocoonJS?
* @default
*/
this.cocoonJS = false;
/**
* @property {boolean} android - Is running on android?
* @default
@ -509,67 +555,78 @@ Phaser.Device = function () {
*/
this.pointerLock = false;
/**
* @property {boolean} typedArray - Does the browser support TypedArrays?
* @default
*/
this.typedArray = false;
// Browser
/**
* @property {boolean} arora - Is running in arora?
* @property {boolean} arora - Set to true if running in Arora.
* @default
*/
this.arora = false;
/**
* @property {boolean} chrome - Is running in chrome?
* @property {boolean} chrome - Set to true if running in Chrome.
* @default
*/
this.chrome = false;
/**
* @property {boolean} epiphany - Is running in epiphany?
* @property {boolean} epiphany - Set to true if running in Epiphany.
* @default
*/
this.epiphany = false;
/**
* @property {boolean} firefox - Is running in firefox?
* @property {boolean} firefox - Set to true if running in Firefox.
* @default
*/
this.firefox = false;
/**
* @property {boolean} ie - Is running in ie?
* @property {boolean} ie - Set to true if running in Internet Explorer.
* @default
*/
this.ie = false;
/**
* @property {number} ieVersion - Version of ie?
* @property {number} ieVersion - If running in Internet Explorer this will contain the major version number.
* @default
*/
this.ieVersion = 0;
/**
* @property {boolean} mobileSafari - Is running in mobileSafari?
* @property {boolean} mobileSafari - Set to true if running in Mobile Safari.
* @default
*/
this.mobileSafari = false;
/**
* @property {boolean} midori - Is running in midori?
* @property {boolean} midori - Set to true if running in Midori.
* @default
*/
this.midori = false;
/**
* @property {boolean} opera - Is running in opera?
* @property {boolean} opera - Set to true if running in Opera.
* @default
*/
this.opera = false;
/**
* @property {boolean} safari - Is running in safari?
* @property {boolean} safari - Set to true if running in Safari.
* @default
*/
this.safari = false;
/**
* @property {boolean} webApp - Set to true if running as a WebApp, i.e. within a WebView
* @default
*/
this.webApp = false;
// Audio
@ -609,6 +666,7 @@ Phaser.Device = function () {
* @default
*/
this.wav = false;
/**
* Can this device play m4a files?
* @property {boolean} m4a - True if this device can play m4a files.
@ -648,6 +706,12 @@ Phaser.Device = function () {
*/
this.pixelRatio = 0;
/**
* @property {boolean} littleEndian - Is the device big or little endian? (only detected if the browser supports TypedArrays)
* @default
*/
this.littleEndian = false;
// Run the checks
this._checkAudio();
this._checkBrowser();
@ -719,11 +783,11 @@ Phaser.Device.prototype = {
this.worker = !!window['Worker'];
if ('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) {
if ('ontouchstart' in document.documentElement || (window.navigator.maxTouchPoints && window.navigator.maxTouchPoints > 1)) {
this.touch = true;
}
if (window.navigator.msPointerEnabled) {
if (window.navigator.msPointerEnabled || window.navigator.pointerEnabled) {
this.mspointer = true;
}
@ -752,7 +816,7 @@ Phaser.Device.prototype = {
this.mobileSafari = true;
} else if (/MSIE (\d+\.\d+);/.test(ua)) {
this.ie = true;
this.ieVersion = parseInt(RegExp.$1);
this.ieVersion = parseInt(RegExp.$1, 10);
} else if (/Midori/.test(ua)) {
this.midori = true;
} else if (/Opera/.test(ua)) {
@ -766,6 +830,10 @@ Phaser.Device.prototype = {
this.webApp = true;
}
if (navigator['isCocoonJS']) {
this.cocoonJS = true;
}
},
/**
@ -827,6 +895,17 @@ Phaser.Device.prototype = {
this.iPhone4 = (this.pixelRatio == 2 && this.iPhone);
this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1;
if (typeof Int8Array !== 'undefined')
{
this.littleEndian = new Int8Array(new Int16Array([1]).buffer)[0] > 0;
this.typedArray = true;
}
else
{
this.littleEndian = false;
this.typedArray = false;
}
},
/**
@ -945,7 +1024,7 @@ Phaser.Device.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -409,36 +449,36 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
* @property {number} maxParticles - The total number of particles in this emitter..
* @default
*/
this.maxParticles = maxParticles || 50;
this.maxParticles = maxParticles || 50;
Phaser.Group.call(this, game);
Phaser.Group.call(this, game);
/**
* @property {string} name - Description.
*/
* @property {string} name - Description.
*/
this.name = 'emitter' + this.game.particles.ID++;
/**
* @property {Description} type - Description.
*/
* @property {Description} type - Description.
*/
this.type = Phaser.EMITTER;
/**
* @property {number} x - The X position of the top left corner of the emitter in world space.
* @default
*/
* @property {number} x - The X position of the top left corner of the emitter in world space.
* @default
*/
this.x = 0;
/**
* @property {number} y - The Y position of the top left corner of emitter in world space.
* @default
*/
* @property {number} y - The Y position of the top left corner of emitter in world space.
* @default
*/
this.y = 0;
/**
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
this.width = 1;
/**
@ -470,138 +510,138 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.minParticleScale = 1;
/**
* The maximum possible scale of a particle.
* The default value is 1.
* @property {number} maxParticleScale
* @default
*/
* The maximum possible scale of a particle.
* The default value is 1.
* @property {number} maxParticleScale
* @default
*/
this.maxParticleScale = 1;
/**
* The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation
* @default
*/
* The minimum possible angular velocity of a particle. The default value is -360.
* @property {number} minRotation
* @default
*/
this.minRotation = -360;
/**
* The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation
* @default
*/
* The maximum possible angular velocity of a particle. The default value is 360.
* @property {number} maxRotation
* @default
*/
this.maxRotation = 360;
/**
* Sets the &lt;code>gravity.y&lt;/code> of each particle to this value on launch.
* @property {number} gravity
* @default
*/
* Sets the &lt;code>gravity.y&lt;/code> of each particle to this value on launch.
* @property {number} gravity
* @default
*/
this.gravity = 2;
/**
* Set your own particle class type here.
* @property {Description} particleClass
* @default
*/
* Set your own particle class type here.
* @property {Description} particleClass
* @default
*/
this.particleClass = null;
/**
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
*/
* The X and Y drag component of particles launched from the emitter.
* @property {Phaser.Point} particleDrag
*/
this.particleDrag = new Phaser.Point();
/**
* The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag
* @default
*/
* The angular drag component of particles launched from the emitter if they are rotating.
* @property {number} angularDrag
* @default
*/
this.angularDrag = 0;
/**
* How often a particle is emitted in ms (if emitter is started with Explode == false).
* @property {boolean} frequency
* @default
*/
* How often a particle is emitted in ms (if emitter is started with Explode === false).
* @property {boolean} frequency
* @default
*/
this.frequency = 100;
/**
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan
* @default
*/
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
* @property {number} lifespan
* @default
*/
this.lifespan = 2000;
/**
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce
*/
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
* @property {Phaser.Point} bounce
*/
this.bounce = new Phaser.Point();
/**
* Internal helper for deciding how many particles to launch.
* @property {number} _quantity
* @private
* @default
*/
* Internal helper for deciding how many particles to launch.
* @property {number} _quantity
* @private
* @default
*/
this._quantity = 0;
/**
* Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer
* @private
* @default
*/
/**
* Internal helper for deciding when to launch particles or kill them.
* @property {number} _timer
* @private
* @default
*/
this._timer = 0;
/**
* Internal counter for figuring out how many particles to launch.
* @property {number} _counter
* @private
* @default
*/
* Internal counter for figuring out how many particles to launch.
* @property {number} _counter
* @private
* @default
*/
this._counter = 0;
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode
* @private
* @default
*/
* Internal helper for the style of particle emission (all at once, or one at a time).
* @property {boolean} _explode
* @private
* @default
*/
this._explode = true;
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {boolean} on
* @default
*/
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
* @property {boolean} on
* @default
*/
this.on = false;
/**
* Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists
* @default
*/
* Determines whether the emitter is being updated by the core game loop.
* @property {boolean} exists
* @default
*/
this.exists = true;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX
*/
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX
*/
this.emitX = x;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY
*/
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY
*/
this.emitY = y;
};
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
@ -617,12 +657,12 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
{
if (this._explode)
{
this._counter = 0;
this._counter = 0;
do
{
this.emitParticle();
this._counter++;
this.emitParticle();
this._counter++;
}
while (this._counter &lt; this._quantity);
@ -630,22 +670,22 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
}
else
{
if (this.game.time.now >= this._timer)
{
if (this.game.time.now >= this._timer)
{
this.emitParticle();
this._counter++;
this._counter++;
if (this._quantity > 0)
{
if (this._counter >= this._quantity)
{
this.on = false;
}
if (this._counter >= this._quantity)
{
this.on = false;
}
}
this._timer = this.game.time.now + this.frequency;
}
}
}
}
@ -669,7 +709,7 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
frames = 0;
}
quantity = quantity || this.maxParticles;
quantity = quantity || this.maxParticles;
collide = collide || 0;
if (typeof collideWorldBounds == 'undefined')
@ -698,10 +738,10 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
}
else
{
// else
// {
// particle = new this.particleClass(this.game);
}
// }
if (collide > 0)
{
@ -763,18 +803,18 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
*/
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode !== 'boolean')
{
explode = true;
}
if (typeof explode !== 'boolean')
{
explode = true;
}
lifespan = lifespan || 0;
lifespan = lifespan || 0;
// How many ms between emissions?
frequency = frequency || 250;
// How many ms between emissions?
frequency = frequency || 250;
// Total number of particles to emit
quantity = quantity || 0;
// Total number of particles to emit
quantity = quantity || 0;
this.revive();
@ -809,16 +849,16 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
if (particle == null)
{
return;
return;
}
if (this.width > 1 || this.height > 1)
{
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
}
else
{
particle.reset(this.emitX, this.emitY);
particle.reset(this.emitX, this.emitY);
}
particle.lifespan = this.lifespan;
@ -887,8 +927,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
@ -903,8 +943,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
@ -919,8 +959,8 @@ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
*/
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
min = min || 0;
max = max || 0;
min = min || 0;
max = max || 0;
this.minRotation = min;
this.maxRotation = max;
@ -1077,7 +1117,7 @@ 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 Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -387,23 +427,31 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Events component is a collection of events fired by the parent game object and its components.
*
* @class Phaser.Events
*
* @classdesc The Events component is a collection of events fired by the parent game object.
*
* For example to tell when a Sprite has been added to a new group:
*
* ```sprite.events.onAddedToGroup.add(yourFunction, this);```
*
* Where `yourFunction` is the function you want called when this event occurs.
*
* Note that the Input related events only exist if the Sprite has had `inputEnabled` set to `true`.
*
* @constructor
*
* @param {Phaser.Sprite} sprite - A reference to Description.
*/
Phaser.Events = function (sprite) {
this.parent = sprite;
this.onAddedToGroup = new Phaser.Signal;
this.onRemovedFromGroup = new Phaser.Signal;
this.onKilled = new Phaser.Signal;
this.onRevived = new Phaser.Signal;
this.onOutOfBounds = new Phaser.Signal;
this.parent = sprite;
this.onAddedToGroup = new Phaser.Signal();
this.onRemovedFromGroup = new Phaser.Signal();
this.onKilled = new Phaser.Signal();
this.onRevived = new Phaser.Signal();
this.onOutOfBounds = new Phaser.Signal();
this.onInputOver = null;
this.onInputOut = null;
@ -412,41 +460,41 @@ Phaser.Events = function (sprite) {
this.onDragStart = null;
this.onDragStop = null;
this.onAnimationStart = null;
this.onAnimationComplete = null;
this.onAnimationLoop = null;
this.onAnimationStart = null;
this.onAnimationComplete = null;
this.onAnimationLoop = null;
};
Phaser.Events.prototype = {
destroy: function () {
destroy: function () {
this.parent = null;
this.onAddedToGroup.dispose();
this.onRemovedFromGroup.dispose();
this.onKilled.dispose();
this.onRevived.dispose();
this.onOutOfBounds.dispose();
this.parent = null;
this.onAddedToGroup.dispose();
this.onRemovedFromGroup.dispose();
this.onKilled.dispose();
this.onRevived.dispose();
this.onOutOfBounds.dispose();
if (this.onInputOver)
{
this.onInputOver.dispose();
this.onInputOut.dispose();
this.onInputDown.dispose();
this.onInputUp.dispose();
this.onDragStart.dispose();
this.onDragStop.dispose();
}
if (this.onInputOver)
{
this.onInputOver.dispose();
this.onInputOut.dispose();
this.onInputDown.dispose();
this.onInputUp.dispose();
this.onDragStart.dispose();
this.onDragStop.dispose();
}
if (this.onAnimationStart)
{
this.onAnimationStart.dispose();
this.onAnimationComplete.dispose();
this.onAnimationLoop.dispose();
}
if (this.onAnimationStart)
{
this.onAnimationStart.dispose();
this.onAnimationComplete.dispose();
this.onAnimationLoop.dispose();
}
}
}
};</pre>
</article>
@ -469,7 +517,7 @@ Phaser.Events.prototype = {
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635
docs/Filter.js.html Normal file
View file

@ -0,0 +1,635 @@
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<h1 class="page-title">Source: core/Filter.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* This is a base Filter template to use for any Phaser filter development.
*
* @class Phaser.Filter
* @classdesc Phaser - Filter
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} uniforms - Uniform mappings object
* @param {Array} fragmentSrc - The fragment shader code.
*/
Phaser.Filter = function (game, uniforms, fragmentSrc) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} type - The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.
* @default
*/
this.type = Phaser.WEBGL_FILTER;
/**
* An array of passes - some filters contain a few steps this array simply stores the steps in a linear fashion.
* For example the blur filter has two passes blurX and blurY.
* @property {array} passes - An array of filter objects.
* @private
*/
this.passes = [this];
/**
* @property {boolean} dirty - Internal PIXI var.
* @default
*/
this.dirty = true;
/**
* @property {number} padding - Internal PIXI var.
* @default
*/
this.padding = 0;
/**
* @property {object} uniforms - Default uniform mappings.
*/
this.uniforms = {
resolution: { type: '3f', value: { x: 256, y: 256, z: 0 }},
time: { type: '1f', value: 0 },
mouse: { type: '4f', value: { x: 0, y: 0, z: 0, w: 0 }}
};
/**
* @property {array} fragmentSrc - The fragment shader code.
*/
this.fragmentSrc = fragmentSrc || [];
};
Phaser.Filter.prototype = {
/**
* Should be over-ridden.
* @method Phaser.Filter#init
*/
init: function () {
// This should be over-ridden. Will receive a variable number of arguments.
},
/**
* Set the resolution uniforms on the filter.
* @method Phaser.Filter#setResolution
* @param {number} width - The width of the display.
* @param {number} height - The height of the display.
*/
setResolution: function (width, height) {
this.uniforms.resolution.value.x = width;
this.uniforms.resolution.value.y = height;
},
/**
* Updates the filter.
* @method Phaser.Filter#update
* @param {Phaser.Pointer} [pointer] - A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.
*/
update: function (pointer) {
if (typeof pointer !== 'undefined')
{
this.uniforms.mouse.x = pointer.x;
this.uniforms.mouse.y = pointer.y;
}
this.uniforms.time.value = this.game.time.totalElapsedSeconds();
},
/**
* Clear down this Filter and null out references
* @method Phaser.Filter#destroy
*/
destroy: function () {
this.game = null;
}
};
/**
* @name Phaser.Filter#width
* @property {number} width - The width (resolution uniform)
*/
Object.defineProperty(Phaser.Filter.prototype, 'width', {
get: function() {
return this.uniforms.resolution.value.x;
},
set: function(value) {
this.uniforms.resolution.value.x = value;
}
});
/**
* @name Phaser.Filter#height
* @property {number} height - The height (resolution uniform)
*/
Object.defineProperty(Phaser.Filter.prototype, 'height', {
get: function() {
return this.uniforms.resolution.value.y;
},
set: function(value) {
this.uniforms.resolution.value.y = value;
}
});
</pre>
</article>
</section>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -402,124 +442,124 @@
*/
Phaser.Frame = function (index, x, y, width, height, name, uuid) {
/**
* @property {number} index - The index of this Frame within the FrameData set it is being added to.
*/
this.index = index;
/**
* @property {number} x - X position within the image to cut from.
*/
this.x = x;
/**
* @property {number} index - The index of this Frame within the FrameData set it is being added to.
*/
this.index = index;
/**
* @property {number} x - X position within the image to cut from.
*/
this.x = x;
/**
* @property {number} y - Y position within the image to cut from.
*/
this.y = y;
/**
* @property {number} y - Y position within the image to cut from.
*/
this.y = y;
/**
* @property {number} width - Width of the frame.
*/
this.width = width;
/**
* @property {number} width - Width of the frame.
*/
this.width = width;
/**
* @property {number} height - Height of the frame.
*/
this.height = height;
/**
* @property {number} height - Height of the frame.
*/
this.height = height;
/**
* @property {string} name - Useful for Texture Atlas files (is set to the filename value).
*/
this.name = name;
/**
* @property {string} name - Useful for Texture Atlas files (is set to the filename value).
*/
this.name = name;
/**
* @property {string} uuid - A link to the PIXI.TextureCache entry.
*/
this.uuid = uuid;
/**
* @property {string} uuid - A link to the PIXI.TextureCache entry.
*/
this.uuid = uuid;
/**
* @property {number} centerX - Center X position within the image to cut from.
*/
/**
* @property {number} centerX - Center X position within the image to cut from.
*/
this.centerX = Math.floor(width / 2);
/**
* @property {number} centerY - Center Y position within the image to cut from.
*/
/**
* @property {number} centerY - Center Y position within the image to cut from.
*/
this.centerY = Math.floor(height / 2);
/**
* @property {number} distance - The distance from the top left to the bottom-right of this Frame.
*/
this.distance = Phaser.Math.distance(0, 0, width, height);
/**
* @property {number} distance - The distance from the top left to the bottom-right of this Frame.
*/
this.distance = Phaser.Math.distance(0, 0, width, height);
/**
* @property {boolean} rotated - Rotated? (not yet implemented)
* @default
*/
this.rotated = false;
/**
* @property {boolean} rotated - Rotated? (not yet implemented)
* @default
*/
this.rotated = false;
/**
* @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
* @default 'cw'
*/
this.rotationDirection = 'cw';
/**
* @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
* @default 'cw'
*/
this.rotationDirection = 'cw';
/**
* @property {boolean} trimmed - Was it trimmed when packed?
* @default
*/
this.trimmed = false;
/**
* @property {boolean} trimmed - Was it trimmed when packed?
* @default
*/
this.trimmed = false;
/**
* @property {number} sourceSizeW - Width of the original sprite.
*/
/**
* @property {number} sourceSizeW - Width of the original sprite.
*/
this.sourceSizeW = width;
/**
* @property {number} sourceSizeH - Height of the original sprite.
*/
/**
* @property {number} sourceSizeH - Height of the original sprite.
*/
this.sourceSizeH = height;
/**
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeX = 0;
/**
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeX = 0;
/**
* @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeY = 0;
/**
* @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeY = 0;
/**
* @property {number} spriteSourceSizeW - Width of the trimmed sprite.
* @default
*/
this.spriteSourceSizeW = 0;
/**
* @property {number} spriteSourceSizeW - Width of the trimmed sprite.
* @default
*/
this.spriteSourceSizeW = 0;
/**
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
* @default
*/
this.spriteSourceSizeH = 0;
/**
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
* @default
*/
this.spriteSourceSizeH = 0;
};
Phaser.Frame.prototype = {
/**
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
*
* @method Phaser.Frame#setTrim
* @param {boolean} trimmed - If this frame was trimmed or not.
* @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height of the frame before being trimmed.
* @param {number} destX - The destination X position of the trimmed frame for display.
* @param {number} destY - The destination Y position of the trimmed frame for display.
* @param {number} destWidth - The destination width of the trimmed frame for display.
* @param {number} destHeight - The destination height of the trimmed frame for display.
*/
/**
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
*
* @method Phaser.Frame#setTrim
* @param {boolean} trimmed - If this frame was trimmed or not.
* @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height of the frame before being trimmed.
* @param {number} destX - The destination X position of the trimmed frame for display.
* @param {number} destY - The destination Y position of the trimmed frame for display.
* @param {number} destWidth - The destination width of the trimmed frame for display.
* @param {number} destHeight - The destination height of the trimmed frame for display.
*/
setTrim: function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
this.trimmed = trimmed;
@ -530,8 +570,8 @@ Phaser.Frame.prototype = {
this.height = actualHeight;
this.sourceSizeW = actualWidth;
this.sourceSizeH = actualHeight;
this.centerX = Math.floor(actualWidth / 2);
this.centerY = Math.floor(actualHeight / 2);
this.centerX = Math.floor(actualWidth / 2);
this.centerY = Math.floor(actualHeight / 2);
this.spriteSourceSizeX = destX;
this.spriteSourceSizeY = destY;
this.spriteSourceSizeW = destWidth;
@ -562,7 +602,7 @@ Phaser.Frame.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -395,17 +435,17 @@
*/
Phaser.FrameData = function () {
/**
* @property {Array} _frames - Local array of frames.
* @private
*/
/**
* @property {Array} _frames - Local array of frames.
* @private
*/
this._frames = [];
/**
* @property {Array} _frameNames - Local array of frame names for name to index conversions.
* @private
*/
/**
* @property {Array} _frameNames - Local array of frame names for name to index conversions.
* @private
*/
this._frameNames = [];
};
@ -434,13 +474,13 @@ Phaser.FrameData.prototype = {
},
/**
* Get a Frame by its numerical index.
/**
* Get a Frame by its numerical index.
*
* @method Phaser.FrameData#getFrame
* @param {number} index - The index of the frame you want to get.
* @return {Phaser.Frame} The frame, if found.
*/
* @param {number} index - The index of the frame you want to get.
* @return {Phaser.Frame} The frame, if found.
*/
getFrame: function (index) {
if (this._frames.length > index)
@ -488,15 +528,15 @@ Phaser.FrameData.prototype = {
},
/**
* Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
/**
* Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
*
* @method Phaser.FrameData#getFrameRange
* @param {number} start - The starting frame index.
* @param {number} end - The ending frame index.
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.
*/
* @param {number} end - The ending frame index.
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.
*/
getFrameRange: function (start, end, output) {
if (typeof output === "undefined") { output = []; }
@ -510,8 +550,8 @@ Phaser.FrameData.prototype = {
},
/**
* Returns all of the Frames in this FrameData set where the frame index is found in the input array.
/**
* Returns all of the Frames in this FrameData set where the frame index is found in the input array.
* The frames are returned in the output array, or if none is provided in a new Array object.
*
* @method Phaser.FrameData#getFrames
@ -519,13 +559,13 @@ Phaser.FrameData.prototype = {
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of all Frames in this FrameData set matching the given names or IDs.
*/
*/
getFrames: function (frames, useNumericIndex, output) {
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (typeof output === "undefined") { output = []; }
if (typeof frames === "undefined" || frames.length == 0)
if (typeof frames === "undefined" || frames.length === 0)
{
// No input array, so we loop through all frames
for (var i = 0; i &lt; this._frames.length; i++)
@ -572,7 +612,7 @@ Phaser.FrameData.prototype = {
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (typeof output === "undefined") { output = []; }
if (typeof frames === "undefined" || frames.length == 0)
if (typeof frames === "undefined" || frames.length === 0)
{
// No frames array, so we loop through all frames
for (var i = 0, len = this._frames.length; i &lt; len; i++)
@ -639,7 +679,7 @@ 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 Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -399,7 +439,7 @@
* @constructor
* @param {number} [width=800] - The width of your game in game pixels.
* @param {number} [height=600] - The height of your game in game pixels.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use (canvas or webgl)
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
* @param {HTMLElement} [parent=''] - The Games DOM parent.
* @param {any} [state=null] - Description.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
@ -407,380 +447,388 @@
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
width = width || 800;
height = height || 600;
renderer = renderer || Phaser.AUTO;
parent = parent || '';
state = state || null;
width = width || 800;
height = height || 600;
renderer = renderer || Phaser.AUTO;
parent = parent || '';
state = state || null;
if (typeof transparent == 'undefined') { transparent = false; }
if (typeof antialias == 'undefined') { antialias = true; }
if (typeof transparent == 'undefined') { transparent = false; }
if (typeof antialias == 'undefined') { antialias = true; }
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* @property {HTMLElement} parent - The Games DOM parent.
*/
this.parent = parent;
/**
* @property {HTMLElement} parent - The Games DOM parent.
*/
this.parent = parent;
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
/**
* @property {number} width - The Game width (in pixels).
*/
this.width = width;
/**
* @property {number} width - The Game width (in pixels).
*/
this.width = width;
/**
* @property {number} height - The Game height (in pixels).
*/
this.height = height;
/**
* @property {number} height - The Game height (in pixels).
*/
this.height = height;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
*/
this.transparent = transparent;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
*/
this.transparent = transparent;
/**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
*/
this.antialias = antialias;
/**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
*/
this.antialias = antialias;
/**
* @property {number} renderer - The Pixi Renderer
* @default
*/
this.renderer = null;
/**
* @property {number} renderer - The Pixi Renderer
* @default
*/
this.renderer = null;
/**
* @property {number} state - The StateManager.
*/
this.state = new Phaser.StateManager(this, state);
/**
* @property {number} state - The StateManager.
*/
this.state = new Phaser.StateManager(this, state);
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
*/
this.renderType = renderer;
/**
* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
*/
this.renderType = renderer;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @default
*/
this.raf = null;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @default
*/
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @default
*/
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @default
*/
this.add = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
this.cache = null;
/**
* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
this.input = null;
/**
* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
this.load = null;
/**
* @property {Phaser.GameMath} math - Reference to the math helper.
* @default
*/
* @property {Phaser.Math} math - Reference to the math helper.
* @default
*/
this.math = null;
/**
* @property {Phaser.Net} net - Reference to the network class.
* @default
*/
* @property {Phaser.Net} net - Reference to the network class.
* @default
*/
this.net = null;
/**
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default
*/
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default
*/
this.sound = null;
/**
* @property {Phaser.Stage} stage - Reference to the stage.
* @default
*/
* @property {Phaser.Stage} stage - Reference to the stage.
* @default
*/
this.stage = null;
/**
* @property {Phaser.TimeManager} time - Reference to game clock.
* @default
*/
* @property {Phaser.TimeManager} time - Reference to game clock.
* @default
*/
this.time = null;
/**
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default
*/
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default
*/
this.tweens = null;
/**
* @property {Phaser.World} world - Reference to the world.
* @default
*/
* @property {Phaser.World} world - Reference to the world.
* @default
*/
this.world = null;
/**
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default
*/
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default
*/
this.physics = null;
/**
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
* @default
*/
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
* @default
*/
this.rnd = null;
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
* @default
*/
* @property {Phaser.Device} device - Contains device information and capabilities.
* @default
*/
this.device = null;
/**
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
* @default
*/
this.camera = null;
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
* @default
*/
this.camera = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
* @default
*/
this.canvas = null;
/**
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
* @default
*/
this.context = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
* @default
*/
this.canvas = null;
/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
* @default
*/
this.debug = null;
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
* @default
*/
this.context = null;
/**
* @property {Phaser.Particles} particles - The Particle Manager.
* @default
*/
this.particles = null;
/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
* @default
*/
this.debug = null;
var _this = this;
/**
* @property {Phaser.Particles} particles - The Particle Manager.
* @default
*/
this.particles = null;
var _this = this;
this._onBoot = function () {
return _this.boot();
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
return this;
return this;
};
Phaser.Game.prototype = {
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
if (this.isBooted)
{
return;
}
if (this.isBooted)
{
return;
}
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
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.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.isBooted = true;
this.isBooted = true;
this.device = new Phaser.Device();
this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.device = new Phaser.Device();
this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.setUpRenderer();
this.setUpRenderer();
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.Arcade(this);
this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this);
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.Arcade(this);
this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this);
this.stage.boot();
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.stage.boot();
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.load.onLoadComplete.add(this.loadComplete, this);
this.load.onLoadComplete.add(this.loadComplete, this);
this.showDebugHeader();
this.showDebugHeader();
this.isRunning = true;
this.isRunning = true;
this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
}
}
},
},
/**
/**
* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
showDebugHeader: function () {
showDebugHeader: function () {
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
else if (this.renderType == Phaser.HEADLESS)
{
r = 'Headless';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
}
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
}
},
},
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
{
if (this.device.canvas)
{
this.renderType = Phaser.CANVAS;
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
this.canvas = this.renderer.view;
this.context = null;
}
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
{
if (this.device.canvas)
{
if (this.renderType === Phaser.AUTO)
{
this.renderType = Phaser.CANVAS;
}
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
this.canvas = this.renderer.view;
this.context = null;
}
Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
Phaser.Canvas.setTouchAction(this.renderer.view);
},
},
/**
/**
* Called when the load has finished, after preload was run.
*
* @method Phaser.Game#loadComplete
@ -794,61 +842,65 @@ Phaser.Game.prototype = {
},
/**
/**
* The core game loop.
*
* @method Phaser.Game#update
* @protected
* @param {number} time - The current time as provided by RequestAnimationFrame.
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
update: function (time) {
this.time.update(time);
this.time.update(time);
if (this._paused)
{
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
}
else
{
this.plugins.preUpdate();
this.physics.preUpdate();
if (this._paused)
{
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
}
else
{
this.plugins.preUpdate();
this.physics.preUpdate();
this.stage.update();
this.input.update();
this.tweens.update();
this.sound.update();
this.world.update();
this.particles.update();
this.state.update();
this.plugins.update();
this.stage.update();
this.input.update();
this.tweens.update();
this.sound.update();
this.world.update();
this.particles.update();
this.state.update();
this.plugins.update();
this.world.postUpdate();
this.world.postUpdate();
this.plugins.postUpdate();
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
this.plugins.postRender();
}
},
}
/**
},
/**
* Nuke the entire game from orbit
*
* @method Phaser.Game#destroy
*/
destroy: function () {
this.raf.stop();
this.raf.stop();
this.input.destroy();
this.input.destroy();
this.state.destroy();
this.state.destroy();
this.state = null;
this.cache = null;
@ -878,22 +930,22 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
set: function (value) {
if (value === true)
{
if (this._paused == false)
{
this._paused = true;
this.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this.onResume.dispatch(this);
}
}
if (value === true)
{
if (this._paused === false)
{
this._paused = true;
this.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this.onResume.dispatch(this);
}
}
}
@ -923,7 +975,7 @@ 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 Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -397,14 +437,14 @@
Phaser.GameObjectFactory = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = this.game.world;
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = this.game.world;
};
@ -422,7 +462,7 @@ Phaser.GameObjectFactory.prototype = {
},
/**
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @method Phaser.GameObjectFactory#sprite
@ -483,32 +523,33 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Creates a new instance of the Sound class.
*
* Creates a new instance of the Sound class.
*
* @method Phaser.GameObjectFactory#audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} volume - The volume at which the sound will be played.
* @param {boolean} loop - Whether or not the sound will loop.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop) {
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop);
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new &lt;code>TileSprite&lt;/code>.
*
* Creates a new &lt;code>TileSprite&lt;/code>.
*
* @method Phaser.GameObjectFactory#tileSprite
* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
tileSprite: function (x, y, width, height, key, frame) {
return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
@ -516,15 +557,15 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Creates a new &lt;code>Text&lt;/code>.
*
* Creates a new &lt;code>Text&lt;/code>.
*
* @method Phaser.GameObjectFactory#text
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.Text} The newly created text object.
*/
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.Text} The newly created text object.
*/
text: function (x, y, text, style) {
return this.world.add(new Phaser.Text(this.game, x, y, text, style));
@ -552,13 +593,13 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Creates a new &lt;code>Graphics&lt;/code> object.
*
* Creates a new &lt;code>Graphics&lt;/code> object.
*
* @method Phaser.GameObjectFactory#graphics
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @return {Phaser.Graphics} The newly created graphics object.
*/
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @return {Phaser.Graphics} The newly created graphics object.
*/
graphics: function (x, y) {
return this.world.add(new Phaser.Graphics(this.game, x, y));
@ -657,6 +698,40 @@ Phaser.GameObjectFactory.prototype = {
return texture;
},
/**
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectFactory#bitmapData
* @param {number} [width=256] - The width of the BitmapData in pixels.
* @param {number} [height=256] - The height of the BitmapData in pixels.
* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
bitmapData: function (width, height) {
return new Phaser.BitmapData(this.game, width, height);
},
/**
* A WebGL shader/filter that can be applied to Sprites.
*
* @method Phaser.GameObjectFactory#filter
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
* @return {Phaser.Filter} The newly created Phaser.Filter object.
*/
filter: function (filter) {
var args = Array.prototype.splice.call(arguments, 1);
var filter = new Phaser.Filter[filter](this.game);
filter.init.apply(filter, args);
return filter;
}
};</pre>
@ -680,7 +755,7 @@ Phaser.GameObjectFactory.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -388,7 +428,7 @@
*/
/**
* Creates a new &lt;code>Graphics&lt;/code> object.
* Creates a new `Graphics` object.
*
* @class Phaser.Graphics
* @constructor
@ -404,19 +444,20 @@ Phaser.Graphics = function (game, x, y) {
PIXI.Graphics.call(this);
/**
* @property {Description} type - Description.
* @property {number} type - The Phaser Object Type.
*/
this.type = Phaser.GRAPHICS;
this.position.x = x;
this.position.y = y;
};
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
// Add our own custom methods
/**
* Description.
* Destroy this Graphics instance.
*
* @method Phaser.Sprite.prototype.destroy
*/
@ -438,11 +479,15 @@ Phaser.Graphics.prototype.destroy = function() {
*/
Phaser.Graphics.prototype.drawPolygon = function (poly) {
graphics.moveTo(poly.points[0].x, poly.points[0].y);
for (var i = 1; i &lt; poly.points.length; i += 1) {
graphics.lineTo(poly.points[i].x, poly.points[i].y);
this.moveTo(poly.points[0].x, poly.points[0].y);
for (var i = 1; i &lt; poly.points.length; i += 1)
{
this.lineTo(poly.points[i].x, poly.points[i].y);
}
graphics.lineTo(poly.points[0].x, poly.points[0].y);
this.lineTo(poly.points[0].x, poly.points[0].y);
}
Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
@ -501,7 +546,7 @@ Object.defineProperty(Phaser.Graphics.prototype, 'y', {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -388,32 +428,32 @@
*/
/**
* Constructor for Phaser Input.
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
* @class Phaser.Input
* @classdesc A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} hitCanvas - Description.
/**
* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
* @default
*/
*/
this.hitCanvas = null;
/**
* @property {Description} hitContext - Description.
* @default
*/
/**
* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
* @default
*/
this.hitContext = null;
};
/**
@ -436,11 +476,6 @@ Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
/**
* @property {Phaser.Game} game
*/
game: null,
/**
* How often should the input pointers be checked for updates?
* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
@ -450,31 +485,28 @@ Phaser.Input.prototype = {
pollRate: 0,
/**
* @property {number} _pollCounter - Description.
* @private
* @default
*/
* @property {number} _pollCounter - Internal var holding the current poll counter.
* @private
* @default
*/
_pollCounter: 0,
/**
* A vector object representing the previous position of the Pointer.
* @property {Vec2} vector
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
* @private
* @default
*/
_oldPosition: null,
/**
* X coordinate of the most recent Pointer event
* @property {number} _x
* @property {number} _x - x coordinate of the most recent Pointer event
* @private
* @default
*/
_x: 0,
/**
* Y coordinate of the most recent Pointer event
* @property {number} _y
* @property {number} _y - Y coordinate of the most recent Pointer event
* @private
* @default
*/
@ -495,17 +527,14 @@ Phaser.Input.prototype = {
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/**
* A vector object representing the current position of the Pointer.
* @property {Phaser.Point} position
* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
* @default
*/
position: null,
/**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
* otherwise see the Pointer objects directly.
* A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
* @property {Phaser.Point} speed
* @default
*/
speed: null,
@ -513,7 +542,6 @@ Phaser.Input.prototype = {
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
* @default
*/
circle: null,
@ -521,7 +549,6 @@ Phaser.Input.prototype = {
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1.
* @property {Phaser.Point} scale
* @default
*/
scale: null,
@ -650,7 +677,7 @@ Phaser.Input.prototype = {
/**
* A Pointer object
* @property {Phaser.Pointer} pointer9
*/
*/
pointer9: null,
/**
@ -736,40 +763,40 @@ Phaser.Input.prototype = {
*/
interactiveItems: new Phaser.LinkedList(),
/**
/**
* Starts the Input Manager running.
* @method Phaser.Input#boot
* @protected
*/
boot: function () {
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44);
this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer;
this.currentPointers = 0;
this.activePointer = this.mousePointer;
this.currentPointers = 0;
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
@ -793,7 +820,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
* If you need more then use this to create a new one, up to a maximum of 10.
* @method Phaser.Input#addPointer
@ -811,7 +838,7 @@ Phaser.Input.prototype = {
}
}
if (next == 0)
if (next === 0)
{
console.warn("You can only have 10 Pointer objects");
return null;
@ -824,7 +851,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Updates the Input Manager. Called by the core Game loop.
* @method Phaser.Input#update
* @protected
@ -858,14 +885,14 @@ Phaser.Input.prototype = {
this._pollCounter = 0;
},
/**
/**
* Reset all of the Pointers and Input states
* @method Phaser.Input#reset
* @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
*/
reset: function (hard) {
if (this.game.isBooted == false)
if (this.game.isBooted === false)
{
return;
}
@ -886,7 +913,7 @@ Phaser.Input.prototype = {
this.currentPointers = 0;
this.game.stage.canvas.style.cursor = "default";
if (hard == true)
if (hard === true)
{
this.onDown.dispose();
this.onUp.dispose();
@ -917,7 +944,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
* @method Phaser.Input#startPointer
* @param {Any} event - The event data from the Touch event.
@ -930,11 +957,11 @@ Phaser.Input.prototype = {
return null;
}
if (this.pointer1.active == false)
if (this.pointer1.active === false)
{
return this.pointer1.start(event);
}
else if (this.pointer2.active == false)
else if (this.pointer2.active === false)
{
return this.pointer2.start(event);
}
@ -942,7 +969,7 @@ Phaser.Input.prototype = {
{
for (var i = 3; i &lt;= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active == false)
if (this['pointer' + i] && this['pointer' + i].active === false)
{
return this['pointer' + i].start(event);
}
@ -953,7 +980,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
* @method Phaser.Input#updatePointer
* @param {Any} event - The event data from the Touch event.
@ -984,7 +1011,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Stops the matching Pointer object, passing in the event data.
* @method Phaser.Input#stopPointer
* @param {Any} event - The event data from the Touch event.
@ -1015,7 +1042,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Get the next Pointer object whos active property matches the given state
* @method Phaser.Input#getPointer
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
@ -1048,7 +1075,7 @@ Phaser.Input.prototype = {
},
/**
/**
* Get the Pointer object whos identified property matches the given identifier value.
* @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for.
@ -1176,7 +1203,7 @@ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
return this.game.camera.view.x + this.x;
return this.game.camera.view.x + this.x;
}
});
@ -1189,7 +1216,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldX", {
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
return this.game.camera.view.y + this.y;
return this.game.camera.view.y + this.y;
}
});
@ -1214,7 +1241,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldY", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -392,7 +432,7 @@
*
* Phaser - http://www.phaser.io
*
* v1.1.2 - Released November 1st 2013.
* v1.1.3 - Released November 28th 2013.
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -431,7 +471,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -396,87 +436,87 @@
*/
Phaser.Key = function (game, keycode) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} isDown - The "down" state of the key.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isDown - The "down" state of the key.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - The "up" state of the key.
* @default
*/
this.isUp = false;
/**
* @property {boolean} isUp - The "up" state of the key.
* @default
*/
this.isUp = false;
/**
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
* @default
*/
this.altKey = false;
/**
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
* @default
*/
this.altKey = false;
/**
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
* @default
*/
this.ctrlKey = false;
/**
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
* @default
*/
this.ctrlKey = false;
/**
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
* @default
*/
this.shiftKey = false;
/**
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
* @default
*/
this.shiftKey = false;
/**
* @property {number} timeDown - The timestamp when the key was last pressed down.
* @default
*/
this.timeDown = 0;
/**
* @property {number} timeDown - The timestamp when the key was last pressed down.
* @default
*/
this.timeDown = 0;
/**
* If the key is down this value holds the duration of that key press and is constantly updated.
* If the key is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this key has been held down for.
* @default
*/
this.duration = 0;
/**
* If the key is down this value holds the duration of that key press and is constantly updated.
* If the key is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this key has been held down for.
* @default
*/
this.duration = 0;
/**
* @property {number} timeUp - The timestamp when the key was last released.
* @default
*/
this.timeUp = 0;
/**
* @property {number} timeUp - The timestamp when the key was last released.
* @default
*/
this.timeUp = 0;
/**
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
* @default
*/
this.repeats = 0;
/**
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
* @default
*/
this.repeats = 0;
/**
* @property {number} keyCode - The keycode of this key.
*/
this.keyCode = keycode;
/**
* @property {number} keyCode - The keycode of this key.
*/
this.keyCode = keycode;
/**
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
/**
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
this.onDown = new Phaser.Signal();
/**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
/**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
this.onUp = new Phaser.Signal();
};
Phaser.Key.prototype = {
/**
/**
* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event.
@ -507,7 +547,7 @@ Phaser.Key.prototype = {
},
/**
/**
* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event.
@ -523,8 +563,8 @@ 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 (default 250ms)
/**
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
* @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false.
@ -537,8 +577,8 @@ 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 (default 250ms)
/**
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
* @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false.
@ -547,7 +587,7 @@ Phaser.Key.prototype = {
if (typeof duration === "undefined") { duration = 250; }
return (this.isDown == false && (this.game.time.now - this.timeUp &lt; duration));
return (this.isDown === false && (this.game.time.now - this.timeUp &lt; duration));
}
@ -573,7 +613,7 @@ Phaser.Key.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -388,36 +428,35 @@
*/
/**
* Phaser - Keyboard constructor.
* The Keyboard class handles looking after keyboard input for your game. It will recognise and respond to key presses and dispatch the required events.
*
* @class Phaser.Keyboard
* @classdesc A Keyboard object Description.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Keyboard = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Description} _keys - Description.
* @private
*/
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {object} _keys - The object the key values are stored in.
* @private
*/
this._keys = {};
/**
* @property {Description} _hotkeys - Description.
* @property {object} _hotkeys - The object the hot keys are stored in.
* @private
*/
this._hotkeys = {};
/**
* @property {Description} _capture - Description.
* @private
*/
/**
* @property {object} _capture - The object the key capture values are stored in.
* @private
*/
this._capture = {};
/**
@ -455,7 +494,7 @@ Phaser.Keyboard = function (game) {
* @property {function} onUpCallback - This callback is invoked every time a key is released.
*/
this.onUpCallback = null;
};
Phaser.Keyboard.prototype = {
@ -517,10 +556,10 @@ Phaser.Keyboard.prototype = {
*/
createCursorKeys: function () {
return {
up: this.addKey(Phaser.Keyboard.UP),
down: this.addKey(Phaser.Keyboard.DOWN),
left: this.addKey(Phaser.Keyboard.LEFT),
return {
up: this.addKey(Phaser.Keyboard.UP),
down: this.addKey(Phaser.Keyboard.DOWN),
left: this.addKey(Phaser.Keyboard.LEFT),
right: this.addKey(Phaser.Keyboard.RIGHT)
}
@ -544,8 +583,8 @@ Phaser.Keyboard.prototype = {
return _this.processKeyUp(event);
};
document.body.addEventListener('keydown', this._onKeyDown, false);
document.body.addEventListener('keyup', this._onKeyUp, false);
window.addEventListener('keydown', this._onKeyDown, false);
window.addEventListener('keyup', this._onKeyUp, false);
},
@ -556,12 +595,12 @@ Phaser.Keyboard.prototype = {
*/
stop: function () {
document.body.removeEventListener('keydown', this._onKeyDown);
document.body.removeEventListener('keyup', this._onKeyUp);
window.removeEventListener('keydown', this._onKeyDown);
window.removeEventListener('keyup', this._onKeyUp);
},
/**
/**
* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
@ -584,9 +623,9 @@ Phaser.Keyboard.prototype = {
}
},
/**
* Removes an existing key capture.
* @method Phaser.Keyboard#removeKeyCapture
/**
* Removes an existing key capture.
* @method Phaser.Keyboard#removeKeyCapture
* @param {number} keycode
*/
removeKeyCapture: function (keycode) {
@ -595,9 +634,9 @@ Phaser.Keyboard.prototype = {
},
/**
* Clear all set key captures.
* @method Phaser.Keyboard#clearCaptures
/**
* Clear all set key captures.
* @method Phaser.Keyboard#clearCaptures
*/
clearCaptures: function () {
@ -605,12 +644,12 @@ Phaser.Keyboard.prototype = {
},
/**
* Process the keydown event.
* @method Phaser.Keyboard#processKeyDown
/**
* Process the keydown event.
* @method Phaser.Keyboard#processKeyDown
* @param {KeyboardEvent} event
* @protected
*/
*/
processKeyDown: function (event) {
if (this.game.input.disabled || this.disabled)
@ -661,9 +700,9 @@ Phaser.Keyboard.prototype = {
},
/**
* Process the keyup event.
* @method Phaser.Keyboard#processKeyUp
/**
* Process the keyup event.
* @method Phaser.Keyboard#processKeyUp
* @param {KeyboardEvent} event
* @protected
*/
@ -707,9 +746,9 @@ Phaser.Keyboard.prototype = {
},
/**
* Reset the "isDown" state of all keys.
* @method Phaser.Keyboard#reset
/**
* Reset the "isDown" state of all keys.
* @method Phaser.Keyboard#reset
*/
reset: function () {
@ -773,7 +812,7 @@ Phaser.Keyboard.prototype = {
return this._keys[keycode].isDown;
}
return false;
return false;
}
@ -898,7 +937,7 @@ Phaser.Keyboard.NUM_LOCK = 144;
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -396,141 +436,141 @@
Phaser.LinkedList = function () {
/**
* @property {object} next - Next element in the list.
* @default
*/
* @property {object} next - Next element in the list.
* @default
*/
this.next = null;
/**
* @property {object} prev - Previous element in the list.
* @default
*/
* @property {object} prev - Previous element in the list.
* @default
*/
this.prev = null;
/**
* @property {object} first - First element in the list.
* @default
*/
* @property {object} first - First element in the list.
* @default
*/
this.first = null;
/**
* @property {object} last - Last element in the list.
* @default
*/
* @property {object} last - Last element in the list.
* @default
*/
this.last = null;
/**
* @property {object} game - Number of elements in the list.
* @default
*/
* @property {object} game - Number of elements in the list.
* @default
*/
this.total = 0;
};
Phaser.LinkedList.prototype = {
/**
/**
* Adds a new element to this linked list.
*
* @method Phaser.LinkedList#add
* @param {object} child - The element to add to this list. Can be a Phaser.Sprite or any other object you need to quickly iterate through.
* @return {object} The child that was added.
*
* @method Phaser.LinkedList#add
* @param {object} child - The element to add to this list. Can be a Phaser.Sprite or any other object you need to quickly iterate through.
* @return {object} The child that was added.
*/
add: function (child) {
// If the list is empty
if (this.total == 0 && this.first == null && this.last == null)
{
this.first = child;
this.last = child;
this.next = child;
child.prev = this;
this.total++;
return child;
}
// If the list is empty
if (this.total === 0 && this.first == null && this.last == null)
{
this.first = child;
this.last = child;
this.next = child;
child.prev = this;
this.total++;
return child;
}
// Get gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list)
this.last.next = child;
// Get gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list)
this.last.next = child;
child.prev = this.last;
child.prev = this.last;
this.last = child;
this.last = child;
this.total++;
this.total++;
return child;
return child;
},
/**
/**
* Removes the given element from this linked list if it exists.
*
* @method Phaser.LinkedList#remove
* @param {object} child - The child to be removed from the list.
*
* @method Phaser.LinkedList#remove
* @param {object} child - The child to be removed from the list.
*/
remove: function (child) {
if (child == this.first)
{
// It was 'first', make 'first' point to first.next
this.first = this.first.next;
}
else if (child == this.last)
{
// It was 'last', make 'last' point to last.prev
this.last = this.last.prev;
}
if (child == this.first)
{
// It was 'first', make 'first' point to first.next
this.first = this.first.next;
}
else if (child == this.last)
{
// It was 'last', make 'last' point to last.prev
this.last = this.last.prev;
}
if (child.prev)
{
// make child.prev.next point to childs.next instead of child
child.prev.next = child.next;
}
if (child.prev)
{
// make child.prev.next point to childs.next instead of child
child.prev.next = child.next;
}
if (child.next)
{
// make child.next.prev point to child.prev instead of child
child.next.prev = child.prev;
}
if (child.next)
{
// make child.next.prev point to child.prev instead of child
child.next.prev = child.prev;
}
child.next = child.prev = null;
child.next = child.prev = null;
if (this.first == null )
{
this.last = null;
}
if (this.first == null )
{
this.last = null;
}
this.total--;
this.total--;
},
/**
/**
* Calls a function on all members of this list, using the member as the context for the callback.
* The function must exist on the member.
*
* @method Phaser.LinkedList#callAll
* @param {function} callback - The function to call.
*
* @method Phaser.LinkedList#callAll
* @param {function} callback - The function to call.
*/
callAll: function (callback) {
if (!this.first || !this.last)
{
return;
}
if (!this.first || !this.last)
{
return;
}
var entity = this.first;
do
{
if (entity && entity[callback])
{
entity[callback].call(entity);
}
var entity = this.first;
do
{
if (entity && entity[callback])
{
entity[callback].call(entity);
}
entity = entity.next;
entity = entity.next;
}
while(entity != this.last.next)
}
while(entity != this.last.next)
}
@ -555,7 +595,7 @@ Phaser.LinkedList.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -393,14 +433,14 @@
* @class Phaser.LoaderParser
*/
Phaser.LoaderParser = {
/**
* Parse frame data from an XML file.
* @method Phaser.LoaderParser.bitmapFont
* @param {object} xml - XML data you want to parse.
* @return {FrameData} Generated FrameData object.
*/
bitmapFont: function (game, xml, cacheKey) {
bitmapFont: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('font'))
@ -433,8 +473,8 @@ Phaser.LoaderParser = {
height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10)
};
// Note: This means you can only have 1 BitmapFont loaded at once!
// Need to replace this with our own handler soon.
// Note: This means you can only have 1 BitmapFont loaded at once!
// Need to replace this with our own handler soon.
PIXI.TextureCache[charCode] = new PIXI.Texture(texture, textureRect);
data.chars[charCode] = {
@ -452,9 +492,9 @@ Phaser.LoaderParser = {
for (i = 0; i &lt; kernings.length; i++)
{
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
data.chars[second].kerning[first] = amount;
}
@ -484,7 +524,7 @@ Phaser.LoaderParser = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -399,33 +439,15 @@
*/
Phaser.MSPointer = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Game} callbackContext - Description.
*/
this.callbackContext = this.game;
/**
* @property {Description} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {Description} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {Description} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Object} callbackContext - The context under which callbacks are called (defaults to game).
*/
this.callbackContext = this.game;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
@ -434,26 +456,20 @@ Phaser.MSPointer = function (game) {
this.disabled = false;
/**
* Description.
* @property {Description} _onMSPointerDown
* @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
* @private
* @default
*/
this._onMSPointerDown = null;
/**
* Description.
* @property {Description} _onMSPointerMove
* @property {function} _onMSPointerMove - Internal function to handle MSPointer events.
* @private
* @default
*/
this._onMSPointerMove = null;
/**
* Description.
* @property {Description} _onMSPointerUp
* @property {function} _onMSPointerUp - Internal function to handle MSPointer events.
* @private
* @default
*/
this._onMSPointerUp = null;
@ -461,7 +477,7 @@ Phaser.MSPointer = function (game) {
Phaser.MSPointer.prototype = {
/**
/**
* Starts the event listeners running.
* @method Phaser.MSPointer#start
*/
@ -469,7 +485,7 @@ Phaser.MSPointer.prototype = {
var _this = this;
if (this.game.device.mspointer == true)
if (this.game.device.mspointer === true)
{
this._onMSPointerDown = function (event) {
return _this.onPointerDown(event);
@ -487,6 +503,11 @@ Phaser.MSPointer.prototype = {
this.game.renderer.view.addEventListener('MSPointerMove', this._onMSPointerMove, false);
this.game.renderer.view.addEventListener('MSPointerUp', this._onMSPointerUp, false);
// IE11+ uses non-prefix events
this.game.renderer.view.addEventListener('pointerDown', this._onMSPointerDown, false);
this.game.renderer.view.addEventListener('pointerMove', this._onMSPointerMove, false);
this.game.renderer.view.addEventListener('pointerUp', this._onMSPointerUp, false);
this.game.renderer.view.style['-ms-content-zooming'] = 'none';
this.game.renderer.view.style['-ms-touch-action'] = 'none';
@ -495,10 +516,10 @@ Phaser.MSPointer.prototype = {
},
/**
* Description.
* The function that handles the PointerDown event.
* @method Phaser.MSPointer#onPointerDown
* @param {Any} event
**/
* @param {PointerEvent} event
*/
onPointerDown: function (event) {
if (this.game.input.disabled || this.disabled)
@ -514,10 +535,10 @@ Phaser.MSPointer.prototype = {
},
/**
* Description.
* The function that handles the PointerMove event.
* @method Phaser.MSPointer#onPointerMove
* @param {Any} event
**/
* @param {PointerEvent } event
*/
onPointerMove: function (event) {
if (this.game.input.disabled || this.disabled)
@ -533,10 +554,10 @@ Phaser.MSPointer.prototype = {
},
/**
* Description.
* The function that handles the PointerUp event.
* @method Phaser.MSPointer#onPointerUp
* @param {Any} event
**/
* @param {PointerEvent} event
*/
onPointerUp: function (event) {
if (this.game.input.disabled || this.disabled)
@ -551,7 +572,7 @@ Phaser.MSPointer.prototype = {
},
/**
/**
* Stop the event listeners.
* @method Phaser.MSPointer#stop
*/
@ -561,6 +582,10 @@ Phaser.MSPointer.prototype = {
this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
this.game.stage.canvas.removeEventListener('pointerDown', this._onMSPointerDown);
this.game.stage.canvas.removeEventListener('pointerMove', this._onMSPointerMove);
this.game.stage.canvas.removeEventListener('pointerUp', this._onMSPointerUp);
}
};</pre>
@ -584,7 +609,7 @@ Phaser.MSPointer.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -388,69 +428,90 @@
*/
/**
* Phaser - Mouse constructor.
* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
*
* @class Phaser.Mouse
* @classdesc The Mouse class
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Object} callbackContext - Description.
*/
this.callbackContext = this.game;
/**
* @property {function} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Object} callbackContext - The context under which callbacks are called.
*/
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
* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
/**
* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
*/
this.capture = false;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
/**
* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @default
*/
this.disabled = false;
/**
* If the mouse has been Pointer Locked successfully this will be set to true.
* @property {boolean} locked
* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
* @default
*/
this.locked = false;
/**
* This event is dispatched when the browser enters or leaves pointer lock state.
* @property {Phaser.Signal} pointerLock
* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
* @default
*/
this.pointerLock = new Phaser.Signal;
this.pointerLock = new Phaser.Signal();
/**
* @property {MouseEvent} event - The browser mouse event.
*/
this.event = null;
/**
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown = null;
/**
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove = null;
/**
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp = null;
};
@ -459,6 +520,7 @@ Phaser.Mouse = function (game) {
* @type {number}
*/
Phaser.Mouse.NO_BUTTON = -1;
/**
* @constant
* @type {number}
@ -479,7 +541,7 @@ Phaser.Mouse.RIGHT_BUTTON = 2;
Phaser.Mouse.prototype = {
/**
/**
* Starts the event listeners running.
* @method Phaser.Mouse#start
*/
@ -487,7 +549,7 @@ Phaser.Mouse.prototype = {
var _this = this;
if (this.game.device.android && this.game.device.chrome == false)
if (this.game.device.android && this.game.device.chrome === false)
{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
@ -505,34 +567,28 @@ Phaser.Mouse.prototype = {
return _this.onMouseUp(event);
};
this.game.renderer.view.addEventListener('mousedown', this._onMouseDown, true);
this.game.renderer.view.addEventListener('mousemove', this._onMouseMove, true);
this.game.renderer.view.addEventListener('mouseup', this._onMouseUp, true);
document.addEventListener('mousedown', this._onMouseDown, true);
document.addEventListener('mousemove', this._onMouseMove, true);
document.addEventListener('mouseup', this._onMouseUp, true);
},
/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event
/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseDown: function (event) {
event.preventDefault();
this.event = event;
if (event.which === 1)
if (this.capture)
{
this.button = Phaser.Mouse.LEFT_BUTTON;
}
else if (event.which === 2)
{
this.button = Phaser.Mouse.MIDDLE_BUTTON;
}
else if (event.which === 3)
{
this.button = Phaser.Mouse.RIGHT_BUTTON;
event.preventDefault();
}
this.button = event.which;
if (this.mouseDownCallback)
{
this.mouseDownCallback.call(this.callbackContext, event);
@ -549,14 +605,19 @@ Phaser.Mouse.prototype = {
},
/**
/**
* The internal method that handles the mouse move event from the browser.
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseMove: function (event) {
event.preventDefault();
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseMoveCallback)
{
@ -574,16 +635,21 @@ Phaser.Mouse.prototype = {
},
/**
/**
* The internal method that handles the mouse up event from the browser.
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUp: function (event) {
event.preventDefault();
this.event = event;
this.button = Phaser.Mouse.NO_BUTTON;
if (this.capture)
{
event.preventDefault();
}
this.button = Phaser.Mouse.NO_BUTTON;
if (this.mouseUpCallback)
{
@ -605,7 +671,7 @@ Phaser.Mouse.prototype = {
* If the browser supports it you can request that the pointer be locked to the browser window.
* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
* @method Phaser.Mouse#requestPointerLock
* @method Phaser.Mouse#requestPointerLock
*/
requestPointerLock: function () {
@ -630,10 +696,10 @@ Phaser.Mouse.prototype = {
},
/**
* Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange
* @param {MouseEvent} event
/**
* Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange
* @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
*/
pointerLockChange: function (event) {
@ -643,20 +709,20 @@ Phaser.Mouse.prototype = {
{
// Pointer was successfully locked
this.locked = true;
this.pointerLock.dispatch(true);
this.pointerLock.dispatch(true, event);
}
else
{
// Pointer was unlocked
this.locked = false;
this.pointerLock.dispatch(false);
this.pointerLock.dispatch(false, event);
}
},
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
*/
releasePointerLock: function () {
@ -670,15 +736,15 @@ Phaser.Mouse.prototype = {
},
/**
/**
* Stop the event listeners.
* @method Phaser.Mouse#stop
*/
stop: function () {
this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown, true);
this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove, true);
this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp, true);
document.removeEventListener('mousedown', this._onMouseDown, true);
document.removeEventListener('mousemove', this._onMouseMove, true);
document.removeEventListener('mouseup', this._onMouseUp, true);
}
@ -704,7 +770,7 @@ Phaser.Mouse.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -388,165 +428,161 @@
*/
/**
* Description of Phaser.Net
* Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.
*
* @class Phaser.Net
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Net = function (game) {
this.game = game;
this.game = game;
};
Phaser.Net.prototype = {
/**
* Returns the hostname given by the browser.
*
* @method Phaser.Net#getHostName
* @return {string}
*/
getHostName: function () {
/**
* Returns the hostname given by the browser.
*
* @method Phaser.Net#getHostName
* @return {string}
*/
getHostName: function () {
if (window.location && window.location.hostname) {
return window.location.hostname;
}
if (window.location && window.location.hostname) {
return window.location.hostname;
}
return null;
return null;
},
},
/**
* Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*
* @method Phaser.Net#checkDomainName
* @param {string} domain
* @return {boolean}
*/
checkDomainName: function (domain) {
return window.location.hostname.indexOf(domain) !== -1;
},
/**
* Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*
* @method Phaser.Net#checkDomainName
* @param {string} domain
* @return {boolean} true if the given domain fragment can be found in the window.location.hostname
*/
checkDomainName: function (domain) {
return window.location.hostname.indexOf(domain) !== -1;
},
/**
* Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string.
*
* @method Phaser.Net#updateQueryString
* @param {string} key - The querystring key to update.
* @param {string} value - The new value to be set. If it already exists it will be replaced.
* @param {boolean} redirect - If true the browser will issue a redirect to the url with the new querystring.
* @param {string} url - The URL to modify. If none is given it uses window.location.href.
* @return {string} If redirect is false then the modified url and query string is returned.
*/
updateQueryString: function (key, value, redirect, url) {
/**
* Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string.
*
* @method Phaser.Net#updateQueryString
* @param {string} key - The querystring key to update.
* @param {string} value - The new value to be set. If it already exists it will be replaced.
* @param {boolean} redirect - If true the browser will issue a redirect to the url with the new querystring.
* @param {string} url - The URL to modify. If none is given it uses window.location.href.
* @return {string} If redirect is false then the modified url and query string is returned.
*/
updateQueryString: function (key, value, redirect, url) {
if (typeof redirect === "undefined") { redirect = false; }
if (typeof url === "undefined") { url = ''; }
if (typeof redirect === "undefined") { redirect = false; }
if (typeof url === "undefined" || url === '') { url = window.location.href; }
if (url == '') {
url = window.location.href;
}
var output = '';
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
if (re.test(url))
{
if (typeof value !== 'undefined' && value !== null)
{
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
}
else
{
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
}
else
{
if (typeof value !== 'undefined' && value !== null)
{
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
var output = '';
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
if (re.test(url))
{
if (typeof value !== 'undefined' && value !== null)
{
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
}
else
{
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
}
else
{
if (typeof value !== 'undefined' && value !== null)
{
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
if (hash[1]) {
url += '#' + hash[1];
}
if (hash[1]) {
url += '#' + hash[1];
}
output = url;
output = url;
}
else
{
output = url;
}
}
}
else
{
output = url;
}
}
if (redirect)
{
window.location.href = output;
}
else
{
return output;
}
if (redirect)
{
window.location.href = output;
}
else
{
return output;
}
},
},
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#getQueryString
* @param {string} [parameter=''] - If specified this will return just the value for that key.
* @return {string|object} An object containing the key value pairs found in the query string or just the value if a parameter was given.
*/
getQueryString: function (parameter) {
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#getQueryString
* @param {string} [parameter=''] - If specified this will return just the value for that key.
* @return {string|object} An object containing the key value pairs found in the query string or just the value if a parameter was given.
*/
getQueryString: function (parameter) {
if (typeof parameter === "undefined") { parameter = ''; }
if (typeof parameter === "undefined") { parameter = ''; }
var output = {};
var keyValues = location.search.substring(1).split('&');
var output = {};
var keyValues = location.search.substring(1).split('&');
for (var i in keyValues) {
for (var i in keyValues) {
var key = keyValues[i].split('=');
var key = keyValues[i].split('=');
if (key.length > 1)
{
if (parameter && parameter == this.decodeURI(key[0]))
{
return this.decodeURI(key[1]);
}
else
{
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
if (key.length > 1)
{
if (parameter && parameter == this.decodeURI(key[0]))
{
return this.decodeURI(key[1]);
}
else
{
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
return output;
return output;
},
},
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#decodeURI
* @param {string} value - The URI component to be decoded.
* @return {string} The decoded value.
*/
decodeURI: function (value) {
return decodeURIComponent(value.replace(/\+/g, " "));
}
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#decodeURI
* @param {string} value - The URI component to be decoded.
* @return {string} The decoded value.
*/
decodeURI: function (value) {
return decodeURIComponent(value.replace(/\+/g, " "));
}
};
</pre>
@ -570,7 +606,7 @@ Phaser.Net.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -397,62 +437,67 @@
*/
Phaser.Particles = function (game) {
/**
* @property {Description} emitters - Description.
*/
this.emitters = {};
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {number} ID - Description.
* @default
*/
this.ID = 0;
/**
* @property {object} emitters - Internal emitters store.
*/
this.emitters = {};
/**
* @property {number} ID -
* @default
*/
this.ID = 0;
};
Phaser.Particles.prototype = {
/**
* Adds a new Particle Emitter to the Particle Manager.
* @method Phaser.Particles#add
* @param {Phaser.Emitter} emitter - Description.
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
/**
* Adds a new Particle Emitter to the Particle Manager.
* @method Phaser.Particles#add
* @param {Phaser.Emitter} emitter - The emitter to be added to the particle manager.
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.name] = emitter;
return emitter;
return emitter;
},
},
/**
* Removes an existing Particle Emitter from the Particle Manager.
* @method Phaser.Particles#remove
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
/**
* Removes an existing Particle Emitter from the Particle Manager.
* @method Phaser.Particles#remove
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.name];
},
},
/**
* Called by the core game loop. Updates all Emitters who have their exists value set to true.
* @method Phaser.Particles#update
* @protected
*/
update: function () {
/**
* Called by the core game loop. Updates all Emitters who have their exists value set to true.
* @method Phaser.Particles#update
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
{
this.emitters[key].update();
}
}
for (var key in this.emitters)
{
if (this.emitters[key].exists)
{
this.emitters[key].update();
}
}
}
}
};</pre>
</article>
@ -475,7 +520,7 @@ Phaser.Particles.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -962,7 +1002,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-373">line 373</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-377">line 377</a>
</li></ul></dd>
@ -1064,7 +1104,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-360">line 360</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-364">line 364</a>
</li></ul></dd>
@ -1889,7 +1929,7 @@ It is created by the AnimationManager, consists of Animation.Frame objects and b
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-326">line 326</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-330">line 330</a>
</li></ul></dd>
@ -2169,7 +2209,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-406">line 406</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-410">line 410</a>
</li></ul></dd>
@ -2238,7 +2278,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-283">line 283</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-287">line 287</a>
</li></ul></dd>
@ -2307,7 +2347,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-300">line 300</a>
<a href="Animation.js.html">animation/Animation.js</a>, <a href="Animation.js.html#sunlight-1-line-304">line 304</a>
</li></ul></dd>
@ -2875,7 +2915,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -2928,7 +2968,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1368,7 +1408,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

11992
docs/Phaser.BitmapData.html Normal file

File diff suppressed because it is too large Load diff

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@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -387,7 +427,9 @@
BitmapText
</h2>
<div class="class-description"><p>Phaser.BitmapText</p></div>
<div class="class-description"><p>BitmapText objects work by taking a texture file and an XML file that describes the font layout.</p>
<p>On Windows you can use the free app BMFont: <a href="http://www.angelcode.com/products/bmfont/">http://www.angelcode.com/products/bmfont/</a></p>
<p>On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphdesigner">http://www.71squared.com/en/glyphdesigner</a></p></div>
</header>
@ -406,9 +448,7 @@
<div class="description">
<p>Creates a new <code>BitmapText</code> object. BitmapText work by taking a texture file and an XML file that describes the font layout.
On Windows you can use the free app BMFont: <a href="http://www.angelcode.com/products/bmfont/">http://www.angelcode.com/products/bmfont/</a>
On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphdesigner">http://www.71squared.com/en/glyphdesigner</a></p>
<p>Creates a new BitmapText object.</p>
</div>
@ -582,7 +622,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-20">line 20</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-25">line 25</a>
</li></ul></dd>
@ -713,7 +753,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-38">line 38</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-47">line 47</a>
</li></ul></dd>
@ -737,6 +777,13 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
</dt>
<dd>
<div class="description">
<p>The anchor sets the origin point of the texture.
The default is 0,0 this means the textures origin is the top left
Setting than anchor to 0.5,0.5 means the textures origin is centered
Setting the anchor to 1,1 would mean the textures origin points will be the bottom right</p>
</div>
@ -786,7 +833,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The anchor around which rotation and scaling takes place.</p></td>
</tr>
@ -815,7 +862,115 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-78">line 78</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-86">line 86</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Indicates the rotation of the BitmapText, 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.
If you wish to work in radians instead of degrees use the property Sprite.rotation instead.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>angle</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Gets or sets the angle of rotation in degrees.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-187">line 187</a>
</li></ul></dd>
@ -920,7 +1075,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-32">line 32</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-41">line 41</a>
</li></ul></dd>
@ -1022,7 +1177,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-55">line 55</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-35">line 35</a>
</li></ul></dd>
@ -1085,7 +1240,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="type">
<span class="param-type">Description</span>
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
@ -1095,7 +1250,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The parent Group of this BitmapText.</p></td>
</tr>
@ -1120,14 +1275,11 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-44">line 44</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-52">line 52</a>
</li></ul></dd>
@ -1200,7 +1352,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The user defined name given to this BitmapText.</p></td>
</tr>
@ -1229,7 +1381,109 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-50">line 50</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-58">line 58</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="renderable"><span class="type-signature"></span>renderable<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>renderable</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>A renderable object will be rendered to the context each frame.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-126">line 126</a>
</li></ul></dd>
@ -1302,7 +1556,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means &quot;half the size&quot;, 2 means &quot;twice the size&quot;, etc.</p></td>
</tr>
@ -1331,7 +1585,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-83">line 83</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-91">line 91</a>
</li></ul></dd>
@ -1349,7 +1603,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt>
<h4 class="name" id="type"><span class="type-signature"></span>type<span class="type-signature"></span></h4>
<h4 class="name" id="type"><span class="type-signature">&lt;readonly> </span>type<span class="type-signature"></span></h4>
</dt>
@ -1394,7 +1648,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">number</span>
@ -1404,7 +1658,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The const type of this object.</p></td>
</tr>
@ -1433,7 +1687,219 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-62">line 62</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-64">line 64</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="x"><span class="type-signature"></span>x<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The x coordinate of this object in world space.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x coordinate of this object in world space.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-206">line 206</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="y"><span class="type-signature"></span>y<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The y coordinate of this object in world space.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The y coordinate of this object in world space.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-223">line 223</a>
</li></ul></dd>
@ -1498,7 +1964,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-120">line 120</a>
<a href="BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="BitmapText.js.html#sunlight-1-line-133">line 133</a>
</li></ul></dd>
@ -1549,7 +2015,7 @@ On OS X we recommend Glyph Designer: <a href="http://www.71squared.com/en/glyphd
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -387,7 +427,14 @@
Button
</h2>
<div class="class-description"><p>Phaser.Button</p></div>
<div class="class-description"><p>Create a new <code>Button</code> object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:</p>
<ul>
<li>'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.</li>
<li>'Out' - when the Pointer that was previously over the Button moves out of it.</li>
<li>'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.</li>
<li>'Up' - when the Pointer that was pressed down on the Button is released again.</li>
</ul>
<p>You can set a unique texture frame and Sound for any of these states.</p></div>
</header>
@ -405,15 +452,6 @@
<dd>
<div class="description">
<p>Create a new <code>Button</code> object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
'Out' - when the Pointer that was previously over the Button moves out of it.
'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
'Up' - when the Pointer that was pressed down on the Button is released again.
You can set a unique texture frame and Sound for any of these states.</p>
</div>
@ -776,7 +814,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-28">line 28</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-31">line 31</a>
</li></ul></dd>
@ -911,7 +949,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-177">line 177</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd>
@ -1013,7 +1051,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-170">line 170</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-173">line 173</a>
</li></ul></dd>
@ -1118,7 +1156,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-115">line 115</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-118">line 118</a>
</li></ul></dd>
@ -1220,7 +1258,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-139">line 139</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-142">line 142</a>
</li></ul></dd>
@ -1322,7 +1360,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-160">line 160</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-163">line 163</a>
</li></ul></dd>
@ -1424,7 +1462,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-155">line 155</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-158">line 158</a>
</li></ul></dd>
@ -1526,7 +1564,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-150">line 150</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-153">line 153</a>
</li></ul></dd>
@ -1628,7 +1666,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-165">line 165</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-168">line 168</a>
</li></ul></dd>
@ -1733,7 +1771,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-109">line 109</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-112">line 112</a>
</li></ul></dd>
@ -1835,7 +1873,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-133">line 133</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-136">line 136</a>
</li></ul></dd>
@ -1940,7 +1978,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-103">line 103</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-106">line 106</a>
</li></ul></dd>
@ -2042,7 +2080,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-127">line 127</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-130">line 130</a>
</li></ul></dd>
@ -2147,7 +2185,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-121">line 121</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-124">line 124</a>
</li></ul></dd>
@ -2249,7 +2287,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-145">line 145</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-148">line 148</a>
</li></ul></dd>
@ -2351,7 +2389,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-41">line 41</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-44">line 44</a>
</li></ul></dd>
@ -2465,7 +2503,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-401">line 401</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-404">line 404</a>
</li></ul></dd>
@ -2583,7 +2621,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-433">line 433</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-436">line 436</a>
</li></ul></dd>
@ -2701,7 +2739,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-465">line 465</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-468">line 468</a>
</li></ul></dd>
@ -2819,7 +2857,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-497">line 497</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-500">line 500</a>
</li></ul></dd>
@ -2980,7 +3018,7 @@ You can set a unique texture frame and Sound for any of these states.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-377">line 377</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-380">line 380</a>
</li></ul></dd>
@ -3186,7 +3224,7 @@ exactly like setting them in the constructor.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-200">line 200</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-203">line 203</a>
</li></ul></dd>
@ -3347,7 +3385,7 @@ exactly like setting them in the constructor.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-329">line 329</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-332">line 332</a>
</li></ul></dd>
@ -3508,7 +3546,7 @@ exactly like setting them in the constructor.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-305">line 305</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-308">line 308</a>
</li></ul></dd>
@ -3871,7 +3909,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-281">line 281</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-284">line 284</a>
</li></ul></dd>
@ -4032,7 +4070,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-353">line 353</a>
<a href="Button.js.html">gameobjects/Button.js</a>, <a href="Button.js.html#sunlight-1-line-356">line 356</a>
</li></ul></dd>
@ -4083,7 +4121,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -690,7 +730,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>This event is dispatched when the sound system is unlocked via a touch event on cellular devices.</p></td>
</tr>
@ -719,7 +759,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-70">line 70</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-77">line 77</a>
</li></ul></dd>
@ -742,6 +782,170 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dl>
<dt>
<h4 class="name" id="addBitmapData"><span class="type-signature"></span>addBitmapData<span class="signature">(key, bitmapData)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Add a BitmapData object in to the cache.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>Asset key for this BitmapData.</p></td>
</tr>
<tr>
<td class="name"><code>bitmapData</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</td>
<td class="description last"><p>The BitmapData object to be addded to the cache.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-96">line 96</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The BitmapData object to be addded to the cache.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="addBitmapFont"><span class="type-signature"></span>addBitmapFont<span class="signature">(key, url, data, xmlData)</span><span class="type-signature"></span></h4>
@ -902,7 +1106,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-199">line 199</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-221">line 221</a>
</li></ul></dd>
@ -1066,7 +1270,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-76">line 76</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-83">line 83</a>
</li></ul></dd>
@ -1102,7 +1306,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<div class="description">
<p>Adds a default image to be used when a key is wrong / missing. Is mapped to the key __default.</p>
<p>Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default.</p>
</div>
@ -1135,7 +1339,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-220">line 220</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-242">line 242</a>
</li></ul></dd>
@ -1299,7 +1503,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-255">line 255</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-295">line 295</a>
</li></ul></dd>
@ -1327,7 +1531,76 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt>
<h4 class="name" id="addRenderTexture"><span class="type-signature"></span>addRenderTexture<span class="signature">(key, textue)</span><span class="type-signature"></span></h4>
<h4 class="name" id="addMissingImage"><span class="type-signature"></span>addMissingImage<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Adds an image to be used when a key is wrong / missing. Is mapped to the key __missing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-260">line 260</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="addRenderTexture"><span class="type-signature"></span>addRenderTexture<span class="signature">(key, texture)</span><span class="type-signature"></span></h4>
</dt>
@ -1392,7 +1665,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<tr>
<td class="name"><code>textue</code></td>
<td class="name"><code>texture</code></td>
<td class="type">
@ -1440,7 +1713,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-89">line 89</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-111">line 111</a>
</li></ul></dd>
@ -1650,7 +1923,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-274">line 274</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd>
@ -1883,7 +2156,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-104">line 104</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-126">line 126</a>
</li></ul></dd>
@ -2047,7 +2320,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-238">line 238</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-278">line 278</a>
</li></ul></dd>
@ -2257,7 +2530,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-167">line 167</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-189">line 189</a>
</li></ul></dd>
@ -2444,7 +2717,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-150">line 150</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-172">line 172</a>
</li></ul></dd>
@ -2831,7 +3104,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-126">line 126</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-148">line 148</a>
</li></ul></dd>
@ -2949,7 +3222,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-383">line 383</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-441">line 441</a>
</li></ul></dd>
@ -3113,7 +3386,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-351">line 351</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-390">line 390</a>
</li></ul></dd>
@ -3182,7 +3455,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-769">line 769</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-828">line 828</a>
</li></ul></dd>
@ -3205,6 +3478,147 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
</dd>
<dt>
<h4 class="name" id="getBitmapData"><span class="type-signature"></span>getBitmapData<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get a BitmapData object from the cache by its key.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>Asset key of the BitmapData object you want.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-423">line 423</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The requested BitmapData object if found, or null if not.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</dd>
</dl>
</dd>
@ -3218,7 +3632,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<div class="description">
<p>Get acanvas object from the cache by its key.</p>
<p>Get a canvas object from the cache by its key.</p>
</div>
@ -3300,7 +3714,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-366">line 366</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-405">line 405</a>
</li></ul></dd>
@ -3441,7 +3855,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-522">line 522</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-581">line 581</a>
</li></ul></dd>
@ -3582,7 +3996,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-488">line 488</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-547">line 547</a>
</li></ul></dd>
@ -3723,7 +4137,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-505">line 505</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-564">line 564</a>
</li></ul></dd>
@ -3864,7 +4278,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-471">line 471</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-530">line 530</a>
</li></ul></dd>
@ -4005,7 +4419,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-401">line 401</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-459">line 459</a>
</li></ul></dd>
@ -4097,7 +4511,7 @@ as images, sounds and data files as a result of Loader calls. Cache items use st
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-699">line 699</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-758">line 758</a>
</li></ul></dd>
@ -4239,7 +4653,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-675">line 675</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-734">line 734</a>
</li></ul></dd>
@ -4380,7 +4794,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-574">line 574</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-633">line 633</a>
</li></ul></dd>
@ -4521,7 +4935,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-592">line 592</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-651">line 651</a>
</li></ul></dd>
@ -4613,7 +5027,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-709">line 709</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-768">line 768</a>
</li></ul></dd>
@ -4754,7 +5168,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-657">line 657</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-716">line 716</a>
</li></ul></dd>
@ -4846,7 +5260,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-719">line 719</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-778">line 778</a>
</li></ul></dd>
@ -4987,7 +5401,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-556">line 556</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-615">line 615</a>
</li></ul></dd>
@ -5128,7 +5542,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-539">line 539</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-598">line 598</a>
</li></ul></dd>
@ -5269,7 +5683,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-454">line 454</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-513">line 513</a>
</li></ul></dd>
@ -5320,7 +5734,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt>
<h4 class="name" id="getTileset"><span class="type-signature"></span>getTileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {Phaser.Tileset}</span></h4>
<h4 class="name" id="getTileset"><span class="type-signature"></span>getTileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.Tileset.html">Phaser.Tileset</a>}</span></h4>
</dt>
@ -5410,7 +5824,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-436">line 436</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-495">line 495</a>
</li></ul></dd>
@ -5446,7 +5860,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
</dt>
<dd>
<span class="param-type">Phaser.Tileset</span>
<span class="param-type"><a href="Phaser.Tileset.html">Phaser.Tileset</a></span>
</dd>
@ -5551,7 +5965,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-418">line 418</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-477">line 477</a>
</li></ul></dd>
@ -5692,7 +6106,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-610">line 610</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-669">line 669</a>
</li></ul></dd>
@ -5833,7 +6247,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-626">line 626</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-685">line 685</a>
</li></ul></dd>
@ -5974,7 +6388,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-639">line 639</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-698">line 698</a>
</li></ul></dd>
@ -6115,7 +6529,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-301">line 301</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-340">line 340</a>
</li></ul></dd>
@ -6233,7 +6647,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-322">line 322</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-361">line 361</a>
</li></ul></dd>
@ -6351,7 +6765,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-729">line 729</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-788">line 788</a>
</li></ul></dd>
@ -6469,7 +6883,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-739">line 739</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-798">line 798</a>
</li></ul></dd>
@ -6587,7 +7001,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-749">line 749</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-808">line 808</a>
</li></ul></dd>
@ -6705,7 +7119,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-759">line 759</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-818">line 818</a>
</li></ul></dd>
@ -6823,7 +7237,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-337">line 337</a>
<a href="Cache.js.html">loader/Cache.js</a>, <a href="Cache.js.html#sunlight-1-line-376">line 376</a>
</li></ul></dd>
@ -6874,7 +7288,7 @@ Normally you don't call this directly but instead use getImageKeys, getSoundKeys
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1390,7 +1430,7 @@ at all then set this to null. The values can be anything and are in World coordi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-385">line 385</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-388">line 388</a>
</li></ul></dd>
@ -2022,7 +2062,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-368">line 368</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-371">line 371</a>
</li></ul></dd>
@ -2230,7 +2270,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-322">line 322</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-325">line 325</a>
</li></ul></dd>
@ -2336,7 +2376,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-345">line 345</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-348">line 348</a>
</li></ul></dd>
@ -2401,7 +2441,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-248">line 248</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-251">line 251</a>
</li></ul></dd>
@ -2519,7 +2559,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-159">line 159</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-162">line 162</a>
</li></ul></dd>
@ -2660,7 +2700,7 @@ Objects outside of this view are not rendered (unless set to ignore the Camera,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-170">line 170</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-173">line 173</a>
</li></ul></dd>
@ -2963,7 +3003,7 @@ without having to use game.camera.x and game.camera.y.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-286">line 286</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-289">line 289</a>
</li></ul></dd>
@ -3104,7 +3144,7 @@ without having to use game.camera.x and game.camera.y.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-306">line 306</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-309">line 309</a>
</li></ul></dd>
@ -3173,7 +3213,7 @@ without having to use game.camera.x and game.camera.y.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-182">line 182</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd>
@ -3224,7 +3264,7 @@ without having to use game.camera.x and game.camera.y.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -556,6 +596,9 @@ If no parent is given it will be added as a child of the document.body.</p>
<span class="param-type">string</span>
|
<span class="param-type">HTMLElement</span>
@ -1437,7 +1480,7 @@ Note that if this doesn't given the desired result then see the CanvasUtils.setS
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-239">line 239</a>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-245">line 245</a>
</li></ul></dd>
@ -1579,7 +1622,7 @@ Note that if this doesn't given the desired result then see the setSmoothingEnab
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-220">line 220</a>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-226">line 226</a>
</li></ul></dd>
@ -1747,7 +1790,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-196">line 196</a>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-202">line 202</a>
</li></ul></dd>
@ -2210,7 +2253,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-175">line 175</a>
<a href="Canvas.js.html">system/Canvas.js</a>, <a href="Canvas.js.html#sunlight-1-line-181">line 181</a>
</li></ul></dd>
@ -2468,7 +2511,7 @@ patchy on earlier browsers, especially on mobile.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1835,7 +1875,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-410">line 410</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-415">line 415</a>
</li></ul></dd>
@ -2022,7 +2062,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-363">line 363</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-368">line 368</a>
</li></ul></dd>
@ -2186,7 +2226,7 @@ If set to true it will reset all of the Circle objects properties to 0. A Circle
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-387">line 387</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-392">line 392</a>
</li></ul></dd>
@ -2351,7 +2391,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-398">line 398</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-403">line 403</a>
</li></ul></dd>
@ -2515,7 +2555,7 @@ This method checks the radius distances between the two Circle objects to see if
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-435">line 435</a>
<a href="Circle.js.html">geom/Circle.js</a>, <a href="Circle.js.html#sunlight-1-line-440">line 440</a>
</li></ul></dd>
@ -4248,7 +4288,7 @@ This method checks the radius distances between the two Circle objects to see if
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-120">line 120</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-127">line 127</a>
</li></ul></dd>
@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-277">line 277</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-291">line 291</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-288">line 288</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-303">line 303</a>
</li></ul></dd>
@ -996,7 +1036,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-321">line 321</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-339">line 339</a>
</li></ul></dd>
@ -1183,7 +1223,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-28">line 28</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-29">line 29</a>
</li></ul></dd>
@ -1535,7 +1575,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-64">line 64</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-68">line 68</a>
</li></ul></dd>
@ -1676,7 +1716,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-310">line 310</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-327">line 327</a>
</li></ul></dd>
@ -1735,9 +1775,9 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="description">
<p>Returns a random color value between black and white</p>
<p>&lt;p&gt;Set the min value to start each channel from the given offset.&lt;/p&gt;
&lt;p&gt;Set the max value to restrict the maximum color used per channel&lt;/p&gt;</p>
<p>Returns a random color value between black and white
Set the min value to start each channel from the given offset.
Set the max value to restrict the maximum color used per channel.</p>
</div>
@ -1865,7 +1905,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-206">line 206</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-217">line 217</a>
</li></ul></dd>
@ -2006,7 +2046,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-299">line 299</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-315">line 315</a>
</li></ul></dd>
@ -2066,7 +2106,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="description">
<p>Return the component parts of a color as an Object with the properties alpha, red, green, blue</p>
<p>&lt;p&gt;Alpha will only be set if it exist in the given color (0xAARRGGBB)&lt;/p&gt;</p>
<p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
</div>
@ -2148,7 +2188,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-240">line 240</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-252">line 252</a>
</li></ul></dd>
@ -2289,7 +2329,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-260">line 260</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-273">line 273</a>
</li></ul></dd>
@ -2340,7 +2380,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt>
<h4 class="name" id="hexToRGB"><span class="type-signature">&lt;static> </span>hexToRGB<span class="signature">(h)</span><span class="type-signature"> &rarr; {object}</span></h4>
<h4 class="name" id="hexToRGB"><span class="type-signature">&lt;static> </span>hexToRGB<span class="signature">(h)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
@ -2348,7 +2388,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="description">
<p>Converts the given hex string into an object containing the RGB values.</p>
<p>Converts the given hex string into an integer color value.</p>
</div>
@ -2430,7 +2470,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-41">line 41</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-43">line 43</a>
</li></ul></dd>
@ -2455,7 +2495,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<div class="param-desc">
<p>An object with 3 properties: r,g and b.</p>
<p>The rgb color value.</p>
</div>
@ -2466,7 +2506,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
</dt>
<dd>
<span class="param-type">object</span>
<span class="param-type">number</span>
</dd>
@ -2539,7 +2579,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The first color value.</p></td>
</tr>
@ -2562,7 +2602,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The second color value.</p></td>
</tr>
@ -2585,7 +2625,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The number of steps to run the interpolation over.</p></td>
</tr>
@ -2608,7 +2648,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.</p></td>
</tr>
@ -2631,7 +2671,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The alpha of the returned color.</p></td>
</tr>
@ -2663,7 +2703,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-137">line 137</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd>
@ -2772,7 +2812,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The first color value.</p></td>
</tr>
@ -2795,7 +2835,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The red color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -2818,7 +2858,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The green color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -2841,7 +2881,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The blue color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -2864,7 +2904,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The number of steps to run the interpolation over.</p></td>
</tr>
@ -2887,7 +2927,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.</p></td>
</tr>
@ -2919,7 +2959,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-161">line 161</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-170">line 170</a>
</li></ul></dd>
@ -3028,7 +3068,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The red color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -3051,7 +3091,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The green color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -3074,7 +3114,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The blue color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -3097,7 +3137,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The red color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -3120,7 +3160,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The green color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -3143,7 +3183,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The blue color value, between 0 and 0xFF (255).</p></td>
</tr>
@ -3166,7 +3206,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The number of steps to run the interpolation over.</p></td>
</tr>
@ -3189,7 +3229,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.</p></td>
</tr>
@ -3221,7 +3261,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-183">line 183</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-193">line 193</a>
</li></ul></dd>
@ -3362,7 +3402,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-90">line 90</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-95">line 95</a>
</li></ul></dd>
@ -3503,7 +3543,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-105">line 105</a>
<a href="Color.js.html">utils/Color.js</a>, <a href="Color.js.html#sunlight-1-line-111">line 111</a>
</li></ul></dd>
@ -3577,7 +3617,7 @@ RGB format information and HSL information. Each section starts on a newline, 3
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:27 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -570,7 +610,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-41">line 41</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-47">line 47</a>
</li></ul></dd>
@ -643,7 +683,7 @@
<td class="description last"><p>Is running in arora?</p></td>
<td class="description last"><p>Set to true if running in Arora.</p></td>
</tr>
@ -675,7 +715,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-135">line 135</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-147">line 147</a>
</li></ul></dd>
@ -780,7 +820,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-198">line 198</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-215">line 215</a>
</li></ul></dd>
@ -885,7 +925,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-73">line 73</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-79">line 79</a>
</li></ul></dd>
@ -958,7 +998,7 @@
<td class="description last"><p>Is running in chrome?</p></td>
<td class="description last"><p>Set to true if running in Chrome.</p></td>
</tr>
@ -990,7 +1030,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-141">line 141</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-153">line 153</a>
</li></ul></dd>
@ -1095,7 +1135,112 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-47">line 47</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-53">line 53</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cocoonJS"><span class="type-signature"></span>cocoonJS<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cocoonJS</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Is the game running under CocoonJS?</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-41">line 41</a>
</li></ul></dd>
@ -1200,7 +1345,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-121">line 121</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-127">line 127</a>
</li></ul></dd>
@ -1378,7 +1523,7 @@
<td class="description last"><p>Is running in epiphany?</p></td>
<td class="description last"><p>Set to true if running in Epiphany.</p></td>
</tr>
@ -1410,7 +1555,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-147">line 147</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-159">line 159</a>
</li></ul></dd>
@ -1515,7 +1660,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-79">line 79</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-85">line 85</a>
</li></ul></dd>
@ -1620,7 +1765,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-85">line 85</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-91">line 91</a>
</li></ul></dd>
@ -1693,7 +1838,7 @@
<td class="description last"><p>Is running in firefox?</p></td>
<td class="description last"><p>Set to true if running in Firefox.</p></td>
</tr>
@ -1725,7 +1870,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-153">line 153</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-165">line 165</a>
</li></ul></dd>
@ -1798,7 +1943,7 @@
<td class="description last"><p>Is running in ie?</p></td>
<td class="description last"><p>Set to true if running in Internet Explorer.</p></td>
</tr>
@ -1830,7 +1975,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-159">line 159</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-171">line 171</a>
</li></ul></dd>
@ -1903,7 +2048,7 @@
<td class="description last"><p>Version of ie?</p></td>
<td class="description last"><p>If running in Internet Explorer this will contain the major version number.</p></td>
</tr>
@ -1935,7 +2080,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-165">line 165</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-177">line 177</a>
</li></ul></dd>
@ -2145,7 +2290,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-260">line 260</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-278">line 278</a>
</li></ul></dd>
@ -2250,7 +2395,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-248">line 248</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-266">line 266</a>
</li></ul></dd>
@ -2355,7 +2500,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-254">line 254</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-272">line 272</a>
</li></ul></dd>
@ -2460,7 +2605,112 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-53">line 53</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-59">line 59</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="littleEndian"><span class="type-signature"></span>littleEndian<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>littleEndian</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Is the device big or little endian? (only detected if the browser supports TypedArrays)</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-290">line 290</a>
</li></ul></dd>
@ -2565,7 +2815,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-91">line 91</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-97">line 97</a>
</li></ul></dd>
@ -2674,7 +2924,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-234">line 234</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-252">line 252</a>
</li></ul></dd>
@ -2779,7 +3029,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-59">line 59</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-65">line 65</a>
</li></ul></dd>
@ -2852,7 +3102,7 @@
<td class="description last"><p>Is running in midori?</p></td>
<td class="description last"><p>Set to true if running in Midori.</p></td>
</tr>
@ -2884,7 +3134,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-177">line 177</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-189">line 189</a>
</li></ul></dd>
@ -2957,7 +3207,7 @@
<td class="description last"><p>Is running in mobileSafari?</p></td>
<td class="description last"><p>Set to true if running in Mobile Safari.</p></td>
</tr>
@ -2989,7 +3239,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-171">line 171</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-183">line 183</a>
</li></ul></dd>
@ -3094,7 +3344,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-222">line 222</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-239">line 239</a>
</li></ul></dd>
@ -3199,7 +3449,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-115">line 115</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-121">line 121</a>
</li></ul></dd>
@ -3304,7 +3554,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-210">line 210</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-227">line 227</a>
</li></ul></dd>
@ -3377,7 +3627,7 @@
<td class="description last"><p>Is running in opera?</p></td>
<td class="description last"><p>Set to true if running in Opera.</p></td>
</tr>
@ -3409,7 +3659,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-183">line 183</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-195">line 195</a>
</li></ul></dd>
@ -3514,7 +3764,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-216">line 216</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-233">line 233</a>
</li></ul></dd>
@ -3728,7 +3978,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-266">line 266</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-284">line 284</a>
</li></ul></dd>
@ -3833,7 +4083,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-127">line 127</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-133">line 133</a>
</li></ul></dd>
@ -3906,7 +4156,7 @@
<td class="description last"><p>Is running in safari?</p></td>
<td class="description last"><p>Set to true if running in Safari.</p></td>
</tr>
@ -3938,7 +4188,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-189">line 189</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-201">line 201</a>
</li></ul></dd>
@ -4043,7 +4293,112 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-109">line 109</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-115">line 115</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="typedArray"><span class="type-signature"></span>typedArray<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>typedArray</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Does the browser support TypedArrays?</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-139">line 139</a>
</li></ul></dd>
@ -4148,7 +4503,112 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-228">line 228</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-245">line 245</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="webApp"><span class="type-signature"></span>webApp<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>webApp</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true if running as a WebApp, i.e. within a WebView</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-207">line 207</a>
</li></ul></dd>
@ -4253,7 +4713,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-204">line 204</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-221">line 221</a>
</li></ul></dd>
@ -4358,7 +4818,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-97">line 97</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-103">line 103</a>
</li></ul></dd>
@ -4463,7 +4923,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-240">line 240</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-258">line 258</a>
</li></ul></dd>
@ -4568,7 +5028,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-65">line 65</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-71">line 71</a>
</li></ul></dd>
@ -4673,7 +5133,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-103">line 103</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-109">line 109</a>
</li></ul></dd>
@ -4787,7 +5247,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-481">line 481</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-520">line 520</a>
</li></ul></dd>
@ -4879,7 +5339,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-514">line 514</a>
<a href="Device.js.html">system/Device.js</a>, <a href="Device.js.html#sunlight-1-line-553">line 553</a>
</li></ul></dd>
@ -4953,7 +5413,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
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<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-444">line 444</a>
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<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-451">line 451</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-453">line 453</a>
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@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-479">line 479</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-481">line 481</a>
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@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-465">line 465</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-467">line 467</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-496">line 496</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-498">line 498</a>
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<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-503">line 503</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-505">line 505</a>
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@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-545">line 545</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-547">line 547</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-516">line 516</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-518">line 518</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-331">line 331</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-333">line 333</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-338">line 338</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-340">line 340</a>
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@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-364">line 364</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-366">line 366</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-351">line 351</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-353">line 353</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-85">line 85</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-87">line 87</a>
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@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-92">line 92</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-94">line 94</a>
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@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-118">line 118</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-120">line 120</a>
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@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-105">line 105</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-107">line 107</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-380">line 380</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-382">line 382</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-387">line 387</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-389">line 389</a>
</li></ul></dd>
@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-423">line 423</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-425">line 425</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-405">line 405</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-407">line 407</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-280">line 280</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-282">line 282</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-287">line 287</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-289">line 289</a>
</li></ul></dd>
@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-313">line 313</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-315">line 315</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-300">line 300</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-302">line 302</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
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@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
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<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-14">line 14</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-16">line 16</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-21">line 21</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-23">line 23</a>
</li></ul></dd>
@ -647,7 +687,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-36">line 36</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-38">line 38</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-43">line 43</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-45">line 45</a>
</li></ul></dd>
@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-69">line 69</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-71">line 71</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-56">line 56</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-58">line 58</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-134">line 134</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-136">line 136</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-141">line 141</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-143">line 143</a>
</li></ul></dd>
@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-167">line 167</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-169">line 169</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-154">line 154</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-156">line 156</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:28 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-183">line 183</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-190">line 190</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-192">line 192</a>
</li></ul></dd>
@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-216">line 216</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-218">line 218</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-203">line 203</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-205">line 205</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-232">line 232</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-234">line 234</a>
</li></ul></dd>
@ -573,7 +613,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-239">line 239</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-241">line 241</a>
</li></ul></dd>
@ -714,7 +754,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-265">line 265</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-267">line 267</a>
</li></ul></dd>
@ -855,7 +895,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-252">line 252</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-254">line 254</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -437,7 +477,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-3">line 3</a>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-5">line 5</a>
</li></ul></dd>
@ -539,7 +579,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:35 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -387,7 +427,11 @@
Events
</h2>
<div class="class-description"><p>Phaser.Events</p></div>
<div class="class-description"><p>The Events component is a collection of events fired by the parent game object.</p>
<p>For example to tell when a Sprite has been added to a new group:</p>
<p><code>sprite.events.onAddedToGroup.add(yourFunction, this);</code></p>
<p>Where <code>yourFunction</code> is the function you want called when this event occurs.</p>
<p>Note that the Input related events only exist if the Sprite has had <code>inputEnabled</code> set to <code>true</code>.</p></div>
</header>
@ -405,10 +449,6 @@
<dd>
<div class="description">
<p>The Events component is a collection of events fired by the parent game object and its components.</p>
</div>
@ -488,7 +528,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Events.js.html">gameobjects/Events.js</a>, <a href="Events.js.html#sunlight-1-line-16">line 16</a>
<a href="Events.js.html">gameobjects/Events.js</a>, <a href="Events.js.html#sunlight-1-line-24">line 24</a>
</li></ul></dd>
@ -553,7 +593,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

1925
docs/Phaser.Filter.html Normal file

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@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -2914,7 +2954,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1861,7 +1901,7 @@ The frames are returned in the output array, or if none is provided in a new Arr
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -558,7 +598,7 @@ providing quick access to common functions and handling the boot process.
</td>
<td class="description last"><p>Which renderer to use (canvas or webgl)</p></td>
<td class="description last"><p>Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).</p></td>
</tr>
@ -2296,7 +2336,7 @@ providing quick access to common functions and handling the boot process.
<td class="type">
<span class="param-type">Phaser.GameMath</span>
<span class="param-type"><a href="Phaser.Math.html">Phaser.Math</a></span>
@ -2757,7 +2797,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-484">line 484</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-496">line 496</a>
</li></ul></dd>
@ -4244,7 +4284,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-457">line 457</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-469">line 469</a>
</li></ul></dd>
@ -4313,7 +4353,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-400">line 400</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-408">line 408</a>
</li></ul></dd>
@ -4382,7 +4422,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-363">line 363</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-367">line 367</a>
</li></ul></dd>
@ -4569,7 +4609,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-414">line 414</a>
<a href="Game.js.html">core/Game.js</a>, <a href="Game.js.html#sunlight-1-line-422">line 422</a>
</li></ul></dd>
@ -4620,7 +4660,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -742,7 +782,7 @@
<dl>
<dt>
<h4 class="name" id="audio"><span class="type-signature"></span>audio<span class="signature">(key, volume, loop)</span><span class="type-signature"> &rarr; {<a href="Phaser.Sound.html">Phaser.Sound</a>}</span></h4>
<h4 class="name" id="audio"><span class="type-signature"></span>audio<span class="signature">(key, <span class="optional">volume</span>, <span class="optional">loop</span>, <span class="optional">connect</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Sound.html">Phaser.Sound</a>}</span></h4>
</dt>
@ -772,8 +812,12 @@
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
@ -797,7 +841,19 @@
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td>
@ -820,7 +876,23 @@
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The volume at which the sound will be played.</p></td>
@ -843,13 +915,68 @@
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Whether or not the sound will loop.</p></td>
</tr>
<tr>
<td class="name"><code>connect</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.</p></td>
</tr>
</tbody>
</table>
@ -924,6 +1051,206 @@
</dd>
<dt>
<h4 class="name" id="bitmapData"><span class="type-signature"></span>bitmapData<span class="signature">(<span class="optional">width</span>, <span class="optional">height</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
256
</td>
<td class="description last"><p>The width of the BitmapData in pixels.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
256
</td>
<td class="description last"><p>The height of the BitmapData in pixels.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The newly created BitmapData object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
</dd>
</dl>
</dd>
@ -1090,7 +1417,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-202">line 202</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-203">line 203</a>
</li></ul></dd>
@ -1483,7 +1810,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-151">line 151</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd>
@ -2009,7 +2336,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-185">line 185</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-186">line 186</a>
</li></ul></dd>
@ -2196,6 +2523,170 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dd>
<dt>
<h4 class="name" id="filter"><span class="type-signature"></span>filter<span class="signature">(filter)</span><span class="type-signature"> &rarr; {<a href="Phaser.Filter.html">Phaser.Filter</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>A WebGL shader/filter that can be applied to Sprites.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>filter</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The name of the filter you wish to create, for example HueRotate or SineWave.</p></td>
</tr>
<tr>
<td class="name"><code></code></td>
<td class="type">
<span class="param-type">any</span>
</td>
<td class="description last"><p>Whatever parameters are needed to be passed to the filter init function.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-294">line 294</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The newly created Phaser.Filter object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.Filter.html">Phaser.Filter</a></span>
</dd>
</dl>
</dd>
@ -2314,7 +2805,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-171">line 171</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-172">line 172</a>
</li></ul></dd>
@ -2697,7 +3188,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-260">line 260</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-261">line 261</a>
</li></ul></dd>
@ -3162,7 +3653,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-135">line 135</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-136">line 136</a>
</li></ul></dd>
@ -3213,7 +3704,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt>
<h4 class="name" id="tilemap"><span class="type-signature"></span>tilemap<span class="signature">(key)</span><span class="type-signature"> &rarr; {Phaser.Tilemap}</span></h4>
<h4 class="name" id="tilemap"><span class="type-signature"></span>tilemap<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.Tilemap.html">Phaser.Tilemap</a>}</span></h4>
</dt>
@ -3303,7 +3794,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-218">line 218</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-219">line 219</a>
</li></ul></dd>
@ -3339,7 +3830,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dt>
<dd>
<span class="param-type">Phaser.Tilemap</span>
<span class="param-type"><a href="Phaser.Tilemap.html">Phaser.Tilemap</a></span>
</dd>
@ -3354,7 +3845,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt>
<h4 class="name" id="tilemapLayer"><span class="type-signature"></span>tilemapLayer<span class="signature">(x, y, width, height)</span><span class="type-signature"> &rarr; {Phaser.TilemapLayer}</span></h4>
<h4 class="name" id="tilemapLayer"><span class="type-signature"></span>tilemapLayer<span class="signature">(x, y, width, height)</span><span class="type-signature"> &rarr; {<a href="Phaser.TilemapLayer.html">Phaser.TilemapLayer</a>}</span></h4>
</dt>
@ -3513,7 +4004,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-244">line 244</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-245">line 245</a>
</li></ul></dd>
@ -3549,7 +4040,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dt>
<dd>
<span class="param-type">Phaser.TilemapLayer</span>
<span class="param-type"><a href="Phaser.TilemapLayer.html">Phaser.TilemapLayer</a></span>
</dd>
@ -3564,7 +4055,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt>
<h4 class="name" id="tileset"><span class="type-signature"></span>tileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {Phaser.Tileset}</span></h4>
<h4 class="name" id="tileset"><span class="type-signature"></span>tileset<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.Tileset.html">Phaser.Tileset</a>}</span></h4>
</dt>
@ -3654,7 +4145,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-231">line 231</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-232">line 232</a>
</li></ul></dd>
@ -3690,7 +4181,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
</dt>
<dd>
<span class="param-type">Phaser.Tileset</span>
<span class="param-type"><a href="Phaser.Tileset.html">Phaser.Tileset</a></span>
</dd>
@ -3919,7 +4410,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-117">line 117</a>
<a href="GameObjectFactory.js.html">gameobjects/GameObjectFactory.js</a>, <a href="GameObjectFactory.js.html#sunlight-1-line-118">line 118</a>
</li></ul></dd>
@ -4134,7 +4625,7 @@ at set intervals, and fixes their positions and velocities accorindgly.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:36 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -406,7 +446,7 @@
<div class="description">
<p>Creates a new &lt;code&gt;Graphics&lt;/code&gt; object.</p>
<p>Creates a new <code>Graphics</code> object.</p>
</div>
@ -623,7 +663,7 @@
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">number</span>
@ -633,7 +673,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The Phaser Object Type.</p></td>
</tr>
@ -705,7 +745,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:37 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:29 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1045,7 +1085,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1564">line 1564</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1574">line 1574</a>
</li></ul></dd>
@ -1152,7 +1192,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1512">line 1512</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1522">line 1522</a>
</li></ul></dd>
@ -1568,7 +1608,7 @@ The cursor is set to the first child added to the Group and doesn't change unles
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1462">line 1462</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1472">line 1472</a>
</li></ul></dd>
@ -1777,7 +1817,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1530">line 1530</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1540">line 1540</a>
</li></ul></dd>
@ -1981,7 +2021,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1448">line 1448</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1458">line 1458</a>
</li></ul></dd>
@ -2185,7 +2225,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1548">line 1548</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1558">line 1558</a>
</li></ul></dd>
@ -2292,7 +2332,7 @@ This will have no impact on the x/y coordinates of its children, but it will upd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1476">line 1476</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1486">line 1486</a>
</li></ul></dd>
@ -2399,7 +2439,7 @@ This will have no impact on the x/y coordinates of its children, but it will upd
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1494">line 1494</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1504">line 1504</a>
</li></ul></dd>
@ -2735,7 +2775,7 @@ Group.addAll('x', 10) will add 10 to the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-675">line 675</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-672">line 672</a>
</li></ul></dd>
@ -3018,7 +3058,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-503">line 503</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-502">line 502</a>
</li></ul></dd>
@ -3252,7 +3292,7 @@ After the method parameter and context you can add as many extra parameters as y
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-824">line 824</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-821">line 821</a>
</li></ul></dd>
@ -3445,7 +3485,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-739">line 739</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-736">line 736</a>
</li></ul></dd>
@ -3609,7 +3649,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-771">line 771</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-768">line 768</a>
</li></ul></dd>
@ -3678,7 +3718,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1155">line 1155</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1153">line 1153</a>
</li></ul></dd>
@ -3770,7 +3810,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1143">line 1143</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1141">line 1141</a>
</li></ul></dd>
@ -4077,7 +4117,7 @@ Useful if you don't need to create the Sprite instances before-hand.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-210">line 210</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-209">line 209</a>
</li></ul></dd>
@ -4350,7 +4390,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-251">line 251</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-250">line 250</a>
</li></ul></dd>
@ -4419,7 +4459,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1287">line 1287</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1297">line 1297</a>
</li></ul></dd>
@ -4607,7 +4647,7 @@ Group.divideAll('x', 2) will half the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-723">line 723</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-720">line 720</a>
</li></ul></dd>
@ -4745,7 +4785,7 @@ Group.divideAll('x', 2) will half the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1350">line 1350</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1360">line 1360</a>
</li></ul></dd>
@ -4911,7 +4951,7 @@ For example: Group.forEach(awardBonusGold, this, true, 100, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-892">line 892</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-890">line 890</a>
</li></ul></dd>
@ -5054,7 +5094,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-932">line 932</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-930">line 930</a>
</li></ul></dd>
@ -5197,7 +5237,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-950">line 950</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-948">line 948</a>
</li></ul></dd>
@ -5340,7 +5380,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-968">line 968</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-966">line 966</a>
</li></ul></dd>
@ -5517,7 +5557,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<div class="description">
<p>Call this function to retrieve the first object with alive == true in the group.
<p>Call this function to retrieve the first object with alive === true in the group.
This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.</p>
</div>
@ -5551,7 +5591,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1117">line 1117</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1115">line 1115</a>
</li></ul></dd>
@ -5610,7 +5650,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<div class="description">
<p>Call this function to retrieve the first object with alive == false in the group.
<p>Call this function to retrieve the first object with alive === false in the group.
This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.</p>
</div>
@ -5644,7 +5684,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1130">line 1130</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1128">line 1128</a>
</li></ul></dd>
@ -5785,7 +5825,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1099">line 1099</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1097">line 1097</a>
</li></ul></dd>
@ -5926,7 +5966,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-522">line 522</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-521">line 521</a>
</li></ul></dd>
@ -6090,7 +6130,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1167">line 1167</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1165">line 1165</a>
</li></ul></dd>
@ -6395,7 +6435,7 @@ You can add as many callback parameters as you like, which will all be passed to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1035">line 1035</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1033">line 1033</a>
</li></ul></dd>
@ -6583,7 +6623,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-707">line 707</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-704">line 704</a>
</li></ul></dd>
@ -6652,7 +6692,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-292">line 292</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-291">line 291</a>
</li></ul></dd>
@ -6721,7 +6761,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-314">line 314</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-313">line 313</a>
</li></ul></dd>
@ -6749,7 +6789,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt>
<h4 class="name" id="remove"><span class="type-signature"></span>remove<span class="signature">(child)</span><span class="type-signature"></span></h4>
<h4 class="name" id="remove"><span class="type-signature"></span>remove<span class="signature">(child)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
@ -6839,7 +6879,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1189">line 1189</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1187">line 1187</a>
</li></ul></dd>
@ -6860,6 +6900,29 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<h5>Returns:</h5>
<div class="param-desc">
<p>true if the child was removed from this Group, otherwise false.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">boolean</span>
</dd>
</dl>
</dd>
@ -6909,7 +6972,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1220">line 1220</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1230">line 1230</a>
</li></ul></dd>
@ -7050,7 +7113,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1247">line 1247</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1257">line 1257</a>
</li></ul></dd>
@ -7191,7 +7254,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-535">line 535</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-534">line 534</a>
</li></ul></dd>
@ -7478,7 +7541,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-637">line 637</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-634">line 634</a>
</li></ul></dd>
@ -7721,7 +7784,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-573">line 573</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-572">line 572</a>
</li></ul></dd>
@ -7899,7 +7962,7 @@ For example to depth sort Sprites for Zelda-style game you might call <code>grou
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-986">line 986</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-984">line 984</a>
</li></ul></dd>
@ -8087,7 +8150,7 @@ Group.subAll('x', 10) will minus 10 from the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-691">line 691</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-688">line 688</a>
</li></ul></dd>
@ -8229,7 +8292,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-375">line 375</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-374">line 374</a>
</li></ul></dd>
@ -8303,7 +8366,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:37 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:30 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -387,8 +427,7 @@
Input
</h2>
<div class="class-description"><p>A game specific Input manager that looks after the mouse, keyboard and touch objects.
This is updated by the core game loop.</p></div>
<div class="class-description"><p>Phaser.Input</p></div>
</header>
@ -407,7 +446,8 @@ This is updated by the core game loop.</p></div>
<div class="description">
<p>Constructor for Phaser Input.</p>
<p>Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
The Input manager is updated automatically by the core game loop.</p>
</div>
@ -805,7 +845,7 @@ When you've limited max pointers to 1 this will accurately be either the first f
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-285">line 285</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-272">line 272</a>
</li></ul></dd>
@ -908,14 +948,11 @@ Default size of 44px (Apples recommended &quot;finger tip&quot; size) but can be
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-135">line 135</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-123">line 123</a>
</li></ul></dd>
@ -1024,7 +1061,7 @@ Default size of 44px (Apples recommended &quot;finger tip&quot; size) but can be
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-158">line 158</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd>
@ -1134,7 +1171,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-106">line 106</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-98">line 98</a>
</li></ul></dd>
@ -1243,7 +1280,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-172">line 172</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-159">line 159</a>
</li></ul></dd>
@ -1354,108 +1391,6 @@ If you need to disable just one type of input, for example mouse, use Input.mous
</dl>
</dd>
<dt>
<h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-59">line 59</a>
</li></ul></dd>
</dl>
@ -1510,7 +1445,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">HTMLCanvasElement</span>
@ -1520,7 +1455,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.</p></td>
</tr>
@ -1615,7 +1550,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">CanvasRenderingContext2D</span>
@ -1625,7 +1560,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The context of the pixel perfect hit canvas.</p></td>
</tr>
@ -1766,7 +1701,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-179">line 179</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-166">line 166</a>
</li></ul></dd>
@ -1872,7 +1807,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-354">line 354</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-341">line 341</a>
</li></ul></dd>
@ -1981,7 +1916,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-186">line 186</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-173">line 173</a>
</li></ul></dd>
@ -2090,7 +2025,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-193">line 193</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd>
@ -2199,7 +2134,7 @@ If you need to disable just one type of input, for example mouse, use Input.mous
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-306">line 306</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-293">line 293</a>
</li></ul></dd>
@ -2309,7 +2244,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-151">line 151</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-138">line 138</a>
</li></ul></dd>
@ -2418,7 +2353,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-299">line 299</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-286">line 286</a>
</li></ul></dd>
@ -2527,7 +2462,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-292">line 292</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-279">line 279</a>
</li></ul></dd>
@ -2636,7 +2571,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-320">line 320</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-307">line 307</a>
</li></ul></dd>
@ -2742,7 +2677,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-112">line 112</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-104">line 104</a>
</li></ul></dd>
@ -2851,7 +2786,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-327">line 327</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd>
@ -2960,7 +2895,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-348">line 348</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-335">line 335</a>
</li></ul></dd>
@ -3069,7 +3004,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-341">line 341</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-328">line 328</a>
</li></ul></dd>
@ -3178,7 +3113,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-334">line 334</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-321">line 321</a>
</li></ul></dd>
@ -3284,7 +3219,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-223">line 223</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-210">line 210</a>
</li></ul></dd>
@ -3390,7 +3325,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-229">line 229</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-216">line 216</a>
</li></ul></dd>
@ -3496,7 +3431,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-235">line 235</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-222">line 222</a>
</li></ul></dd>
@ -3602,7 +3537,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-241">line 241</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-228">line 228</a>
</li></ul></dd>
@ -3708,7 +3643,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-247">line 247</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-234">line 234</a>
</li></ul></dd>
@ -3814,7 +3749,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-253">line 253</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-240">line 240</a>
</li></ul></dd>
@ -3920,7 +3855,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-259">line 259</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-246">line 246</a>
</li></ul></dd>
@ -4026,7 +3961,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-265">line 265</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-252">line 252</a>
</li></ul></dd>
@ -4132,7 +4067,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-271">line 271</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-258">line 258</a>
</li></ul></dd>
@ -4238,7 +4173,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-277">line 277</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-264">line 264</a>
</li></ul></dd>
@ -4340,7 +4275,7 @@ For lots of games it's useful to set this to 1.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-735">line 735</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-722">line 722</a>
</li></ul></dd>
@ -4450,7 +4385,7 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-67">line 67</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-62">line 62</a>
</li></ul></dd>
@ -4474,10 +4409,6 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
</dt>
<dd>
<div class="description">
<p>A vector object representing the current position of the Pointer.</p>
</div>
@ -4527,7 +4458,7 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
<td class="description last"></td>
<td class="description last"><p>A point object representing the current position of the Pointer.</p></td>
</tr>
@ -4559,7 +4490,7 @@ A value of 0 means every single frame (60fps), a value of 1 means every other fr
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-119">line 119</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-110">line 110</a>
</li></ul></dd>
@ -4669,7 +4600,7 @@ If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-217">line 217</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-204">line 204</a>
</li></ul></dd>
@ -4780,7 +4711,7 @@ The history is updated at the rate specified in Input.pollRate</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-202">line 202</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-189">line 189</a>
</li></ul></dd>
@ -4889,7 +4820,7 @@ The history is updated at the rate specified in Input.pollRate</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-209">line 209</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-196">line 196</a>
</li></ul></dd>
@ -4992,14 +4923,11 @@ In an un-scaled game the values will be x: 1 and y: 1.</p>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-143">line 143</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-130">line 130</a>
</li></ul></dd>
@ -5024,8 +4952,7 @@ In an un-scaled game the values will be x: 1 and y: 1.</p>
<dd>
<div class="description">
<p>A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
otherwise see the Pointer objects directly.</p>
<p>A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.</p>
</div>
@ -5102,14 +5029,11 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-127">line 127</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-116">line 116</a>
</li></ul></dd>
@ -5218,7 +5142,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-165">line 165</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd>
@ -5324,7 +5248,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-762">line 762</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-749">line 749</a>
</li></ul></dd>
@ -5430,7 +5354,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-748">line 748</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-735">line 735</a>
</li></ul></dd>
@ -5539,7 +5463,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-313">line 313</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-300">line 300</a>
</li></ul></dd>
@ -5645,7 +5569,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-788">line 788</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-775">line 775</a>
</li></ul></dd>
@ -5751,7 +5675,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-801">line 801</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-788">line 788</a>
</li></ul></dd>
@ -5857,7 +5781,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-701">line 701</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-688">line 688</a>
</li></ul></dd>
@ -5963,7 +5887,7 @@ otherwise see the Pointer objects directly.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-718">line 718</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-705">line 705</a>
</li></ul></dd>
@ -6029,7 +5953,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-413">line 413</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-400">line 400</a>
</li></ul></dd>
@ -6121,7 +6045,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-356">line 356</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-343">line 343</a>
</li></ul></dd>
@ -6190,7 +6114,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-400">line 400</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-387">line 387</a>
</li></ul></dd>
@ -6308,7 +6232,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-635">line 635</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-622">line 622</a>
</li></ul></dd>
@ -6449,7 +6373,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-668">line 668</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-655">line 655</a>
</li></ul></dd>
@ -6590,7 +6514,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-478">line 478</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-465">line 465</a>
</li></ul></dd>
@ -6731,7 +6655,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-524">line 524</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-511">line 511</a>
</li></ul></dd>
@ -6849,7 +6773,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-537">line 537</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-524">line 524</a>
</li></ul></dd>
@ -6990,7 +6914,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-604">line 604</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-591">line 591</a>
</li></ul></dd>
@ -7082,7 +7006,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-444">line 444</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-431">line 431</a>
</li></ul></dd>
@ -7200,7 +7124,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-573">line 573</a>
<a href="Input.js.html">input/Input.js</a>, <a href="Input.js.html#sunlight-1-line-560">line 560</a>
</li></ul></dd>
@ -7274,7 +7198,7 @@ If you need more then use this to create a new one, up to a maximum of 10.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:37 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:30 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -2496,7 +2536,7 @@ If the key is up it holds the duration of the previous down session.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:37 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:30 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -387,7 +427,7 @@
Keyboard
</h2>
<div class="class-description"><p>A Keyboard object Description.</p></div>
<div class="class-description"><p>Phaser.Keyboard</p></div>
</header>
@ -406,7 +446,7 @@
<div class="description">
<p>Phaser - Keyboard constructor.</p>
<p>The Keyboard class handles looking after keyboard input for your game. It will recognise and respond to key presses and dispatch the required events.</p>
</div>
@ -488,7 +528,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-15">line 15</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-14">line 14</a>
</li></ul></dd>
@ -616,7 +656,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-64">line 64</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-63">line 63</a>
</li></ul></dd>
@ -725,7 +765,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-45">line 45</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-44">line 44</a>
</li></ul></dd>
@ -827,7 +867,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-20">line 20</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-19">line 19</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-69">line 69</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-68">line 68</a>
</li></ul></dd>
@ -1031,7 +1071,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-74">line 74</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-73">line 73</a>
</li></ul></dd>
@ -1235,7 +1275,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-80">line 80</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-79">line 79</a>
</li></ul></dd>
@ -1354,7 +1394,7 @@ The Key object can then be polled, have events attached to it, etc.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-99">line 99</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-98">line 98</a>
</li></ul></dd>
@ -1498,7 +1538,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-181">line 181</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd>
@ -1567,7 +1607,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-215">line 215</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-214">line 214</a>
</li></ul></dd>
@ -1636,7 +1676,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-129">line 129</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-128">line 128</a>
</li></ul></dd>
@ -1777,7 +1817,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-380">line 380</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-379">line 379</a>
</li></ul></dd>
@ -1973,7 +2013,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-340">line 340</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-339">line 339</a>
</li></ul></dd>
@ -2169,7 +2209,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-360">line 360</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-359">line 359</a>
</li></ul></dd>
@ -2310,7 +2350,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-225">line 225</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-224">line 224</a>
</li></ul></dd>
@ -2428,7 +2468,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-281">line 281</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd>
@ -2546,7 +2586,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-117">line 117</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-116">line 116</a>
</li></ul></dd>
@ -2664,7 +2704,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-204">line 204</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-203">line 203</a>
</li></ul></dd>
@ -2733,7 +2773,7 @@ Pass in either a single keycode or an array/hash of keycodes.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-327">line 327</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-326">line 326</a>
</li></ul></dd>
@ -2803,7 +2843,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-146">line 146</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-145">line 145</a>
</li></ul></dd>
@ -2872,7 +2912,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-169">line 169</a>
<a href="Keyboard.js.html">input/Keyboard.js</a>, <a href="Keyboard.js.html#sunlight-1-line-168">line 168</a>
</li></ul></dd>
@ -2923,7 +2963,7 @@ This is called automatically by Phaser.Input and should not normally be invoked
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:37 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:30 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1415,7 +1455,7 @@ The function must exist on the member.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:37 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:30 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -647,7 +687,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -579,7 +619,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
<span class="param-type">Object</span>
@ -589,7 +629,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The context under which callbacks are called (defaults to game).</p></td>
</tr>
@ -724,7 +764,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-51">line 51</a>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd>
@ -797,7 +837,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="description last"><p>Local reference to game.</p></td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
@ -835,321 +875,6 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
</dl>
</dd>
<dt>
<h4 class="name" id="mouseDownCallback"><span class="type-signature"></span>mouseDownCallback<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>mouseDownCallback</code></td>
<td class="type">
<span class="param-type">Description</span>
</td>
<td class="description last"><p>Description.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="mouseMoveCallback"><span class="type-signature"></span>mouseMoveCallback<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>mouseMoveCallback</code></td>
<td class="type">
<span class="param-type">Description</span>
</td>
<td class="description last"><p>Description.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-39">line 39</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="mouseUpCallback"><span class="type-signature"></span>mouseUpCallback<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>mouseUpCallback</code></td>
<td class="type">
<span class="param-type">Description</span>
</td>
<td class="description last"><p>Description.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-45">line 45</a>
</li></ul></dd>
</dl>
@ -1173,7 +898,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<div class="description">
<p>Description.</p>
<p>The function that handles the PointerDown event.</p>
</div>
@ -1213,7 +938,125 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="type">
<span class="param-type">Any</span>
<span class="param-type">PointerEvent</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-95">line 95</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="onPointerMove"><span class="type-signature"></span>onPointerMove<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The function that handles the PointerMove event.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">PointerEvent</span>
@ -1283,7 +1126,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt>
<h4 class="name" id="onPointerMove"><span class="type-signature"></span>onPointerMove<span class="signature">(event)</span><span class="type-signature"></span></h4>
<h4 class="name" id="onPointerUp"><span class="type-signature"></span>onPointerUp<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
@ -1291,7 +1134,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<div class="description">
<p>Description.</p>
<p>The function that handles the PointerUp event.</p>
</div>
@ -1331,7 +1174,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<td class="type">
<span class="param-type">Any</span>
<span class="param-type">PointerEvent</span>
@ -1396,124 +1239,6 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
</dd>
<dt>
<h4 class="name" id="onPointerUp"><span class="type-signature"></span>onPointerUp<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Description.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">Any</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd>
</dl>
</dd>
@ -1560,7 +1285,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-81">line 81</a>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-57">line 57</a>
</li></ul></dd>
@ -1629,7 +1354,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-171">line 171</a>
<a href="MSPointer.js.html">input/MSPointer.js</a>, <a href="MSPointer.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd>
@ -1680,7 +1405,7 @@ It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 a
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -825,7 +865,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-679">line 679</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-663">line 663</a>
</li></ul></dd>
@ -1077,7 +1117,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-806">line 806</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-790">line 790</a>
</li></ul></dd>
@ -1237,7 +1277,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-733">line 733</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-717">line 717</a>
</li></ul></dd>
@ -1466,7 +1506,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-816">line 816</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-800">line 800</a>
</li></ul></dd>
@ -1626,7 +1666,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-754">line 754</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-738">line 738</a>
</li></ul></dd>
@ -1763,7 +1803,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-893">line 893</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-877">line 877</a>
</li></ul></dd>
@ -2275,7 +2315,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1017">line 1017</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1001">line 1001</a>
</li></ul></dd>
@ -2435,7 +2475,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1033">line 1033</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1017">line 1017</a>
</li></ul></dd>
@ -2523,7 +2563,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1134">line 1134</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1132">line 1132</a>
</li></ul></dd>
@ -2679,7 +2719,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-834">line 834</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-818">line 818</a>
</li></ul></dd>
@ -2885,7 +2925,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-982">line 982</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-966">line 966</a>
</li></ul></dd>
@ -3095,7 +3135,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1001">line 1001</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-985">line 985</a>
</li></ul></dd>
@ -3236,7 +3276,7 @@ Clamp value to range &lt;a, b&gt;</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-878">line 878</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-862">line 862</a>
</li></ul></dd>
@ -4484,7 +4524,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-844">line 844</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-828">line 828</a>
</li></ul></dd>
@ -5365,7 +5405,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-794">line 794</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-778">line 778</a>
</li></ul></dd>
@ -5525,7 +5565,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-706">line 706</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-690">line 690</a>
</li></ul></dd>
@ -5777,7 +5817,7 @@ Will return null if random selection is missing, or array has no entries.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1062">line 1062</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1046">line 1046</a>
</li></ul></dd>
@ -6998,7 +7038,7 @@ absolute value the return for exact angle</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1152">line 1152</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1150">line 1150</a>
</li></ul></dd>
@ -7149,7 +7189,7 @@ absolute value the return for exact angle</p>
<p>'place' is represented by the power applied to 'base' to get that place
e.g.
2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011</p>
<p>roundTo(2000/7,3) == 0
<p>roundTo(2000/7,3) === 0
roundTo(2000/7,2) == 300
roundTo(2000/7,1) == 290
roundTo(2000/7,0) == 286
@ -7571,7 +7611,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-945">line 945</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-929">line 929</a>
</li></ul></dd>
@ -7712,7 +7752,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-962">line 962</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-946">line 946</a>
</li></ul></dd>
@ -7854,7 +7894,7 @@ The original stack is modified in the process. This effectively moves the positi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1120">line 1120</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1118">line 1118</a>
</li></ul></dd>
@ -8064,7 +8104,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-905">line 905</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-889">line 889</a>
</li></ul></dd>
@ -8251,7 +8291,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1100">line 1100</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1091">line 1091</a>
</li></ul></dd>
@ -8434,7 +8474,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1080">line 1080</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1064">line 1064</a>
</li></ul></dd>
@ -9569,7 +9609,7 @@ you should get the results via getSinTable() and getCosTable(). This generator i
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1047">line 1047</a>
<a href="Math.js.html">math/Math.js</a>, <a href="Math.js.html#sunlight-1-line-1031">line 1031</a>
</li></ul></dd>
@ -10146,7 +10186,7 @@ Should be called whenever the angle is updated on the Sprite to stop it from goi
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -387,7 +427,7 @@
Mouse
</h2>
<div class="class-description"><p>The Mouse class</p></div>
<div class="class-description"><p>Phaser.Mouse</p></div>
</header>
@ -406,7 +446,7 @@
<div class="description">
<p>Phaser - Mouse constructor.</p>
<p>Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.</p>
</div>
@ -488,7 +528,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-15">line 15</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-14">line 14</a>
</li></ul></dd>
@ -574,7 +614,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-83">line 83</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-105">line 105</a>
</li></ul></dd>
@ -634,7 +674,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-89">line 89</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-111">line 111</a>
</li></ul></dd>
@ -694,7 +734,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-78">line 78</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-99">line 99</a>
</li></ul></dd>
@ -754,7 +794,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-95">line 95</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-117">line 117</a>
</li></ul></dd>
@ -856,7 +896,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-49">line 49</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-50">line 50</a>
</li></ul></dd>
@ -929,7 +969,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The context under which callbacks are called.</p></td>
</tr>
@ -958,7 +998,109 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-25">line 25</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-24">line 24</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="capture"><span class="type-signature"></span>capture<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>capture</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-44">line 44</a>
</li></ul></dd>
@ -982,10 +1124,6 @@
</dt>
<dd>
<div class="description">
<p>You can disable all Input by setting disabled = true. While set all new input related events will be ignored.</p>
</div>
@ -1035,7 +1173,7 @@
<td class="description last"></td>
<td class="description last"><p>You can disable all Input by setting disabled = true. While set all new input related events will be ignored.</p></td>
</tr>
@ -1076,6 +1214,108 @@
</dl>
</dd>
<dt>
<h4 class="name" id="event"><span class="type-signature"></span>event<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">MouseEvent</span>
</td>
<td class="description last"><p>The browser mouse event.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-73">line 73</a>
</li></ul></dd>
</dl>
@ -1140,7 +1380,7 @@
<td class="description last"><p>Local reference to game.</p></td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
@ -1169,7 +1409,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-20">line 20</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-19">line 19</a>
</li></ul></dd>
@ -1193,10 +1433,6 @@
</dt>
<dd>
<div class="description">
<p>If the mouse has been Pointer Locked successfully this will be set to true.</p>
</div>
@ -1246,7 +1482,7 @@
<td class="description last"></td>
<td class="description last"><p>If the mouse has been Pointer Locked successfully this will be set to true.</p></td>
</tr>
@ -1278,7 +1514,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-63">line 63</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-62">line 62</a>
</li></ul></dd>
@ -1351,7 +1587,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>A callback that can be fired when the mouse is pressed down.</p></td>
</tr>
@ -1376,14 +1612,11 @@
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-31">line 31</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-29">line 29</a>
</li></ul></dd>
@ -1456,7 +1689,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>A callback that can be fired when the mouse is moved while pressed down.</p></td>
</tr>
@ -1481,14 +1714,11 @@
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-37">line 37</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-34">line 34</a>
</li></ul></dd>
@ -1561,7 +1791,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>A callback that can be fired when the mouse is released from a pressed down state.</p></td>
</tr>
@ -1586,14 +1816,11 @@
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-43">line 43</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-39">line 39</a>
</li></ul></dd>
@ -1617,10 +1844,6 @@
</dt>
<dd>
<div class="description">
<p>This event is dispatched when the browser enters or leaves pointer lock state.</p>
</div>
@ -1670,7 +1893,7 @@
<td class="description last"></td>
<td class="description last"><p>This event is dispatched when the browser enters or leaves pointer lock state.</p></td>
</tr>
@ -1699,7 +1922,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-70">line 70</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-68">line 68</a>
</li></ul></dd>
@ -1781,7 +2004,7 @@
<td class="description last"></td>
<td class="description last"><p>The native event from the browser. This gets stored in Mouse.event.</p></td>
</tr>
@ -1813,7 +2036,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-131">line 131</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-153">line 153</a>
</li></ul></dd>
@ -1899,7 +2122,7 @@
<td class="description last"></td>
<td class="description last"><p>The native event from the browser. This gets stored in Mouse.event.</p></td>
</tr>
@ -1931,7 +2154,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-169">line 169</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd>
@ -2017,7 +2240,7 @@
<td class="description last"></td>
<td class="description last"><p>The native event from the browser. This gets stored in Mouse.event.</p></td>
</tr>
@ -2049,7 +2272,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-194">line 194</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-215">line 215</a>
</li></ul></dd>
@ -2125,7 +2348,7 @@
<td class="type">
<span class="param-type">MouseEvent</span>
<span class="param-type">pointerlockchange</span>
@ -2135,7 +2358,7 @@
<td class="description last"></td>
<td class="description last"><p>The native event from the browser. This gets stored in Mouse.event.</p></td>
</tr>
@ -2167,7 +2390,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-250">line 250</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-276">line 276</a>
</li></ul></dd>
@ -2236,7 +2459,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-274">line 274</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-300">line 300</a>
</li></ul></dd>
@ -2307,7 +2530,7 @@ If the browser successfully enters a locked state the event Phaser.Mouse.pointer
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-221">line 221</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-247">line 247</a>
</li></ul></dd>
@ -2376,7 +2599,7 @@ If the browser successfully enters a locked state the event Phaser.Mouse.pointer
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-99">line 99</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-121">line 121</a>
</li></ul></dd>
@ -2445,7 +2668,7 @@ If the browser successfully enters a locked state the event Phaser.Mouse.pointer
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-290">line 290</a>
<a href="Mouse.js.html">input/Mouse.js</a>, <a href="Mouse.js.html#sunlight-1-line-316">line 316</a>
</li></ul></dd>
@ -2496,7 +2719,7 @@ If the browser successfully enters a locked state the event Phaser.Mouse.pointer
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -406,7 +446,7 @@
<div class="description">
<p>Description of Phaser.Net</p>
<p>Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.</p>
</div>
@ -651,6 +691,10 @@ Do not include 'http://' at the start.</p>
<h5>Returns:</h5>
<div class="param-desc">
<p>true if the given domain fragment can be found in the window.location.hostname</p>
</div>
<dl>
@ -765,7 +809,7 @@ If you specify a parameter it will return just the value of that parameter, shou
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-156">line 156</a>
<a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-152">line 152</a>
</li></ul></dd>
@ -1015,7 +1059,7 @@ If you specify a parameter it will return just the value of that parameter, shou
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-120">line 120</a>
<a href="Net.js.html">net/Net.js</a>, <a href="Net.js.html#sunlight-1-line-116">line 116</a>
</li></ul></dd>
@ -1305,7 +1349,7 @@ Optionally you can redirect to the new url, or just return it as a string.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -871,7 +911,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1512">line 1512</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1522">line 1522</a>
</li></ul></dd>
@ -1650,7 +1690,7 @@ Emitter.emitX and Emitter.emitY control the emission location relative to the x/
<dd>
<div class="description">
<p>How often a particle is emitted in ms (if emitter is started with Explode == false).</p>
<p>How often a particle is emitted in ms (if emitter is started with Explode === false).</p>
</div>
@ -2264,7 +2304,7 @@ Emitter.emitX and Emitter.emitY control the emission location relative to the x/
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1462">line 1462</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1472">line 1472</a>
</li></ul></dd>
@ -3770,7 +3810,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1530">line 1530</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1540">line 1540</a>
</li></ul></dd>
@ -4086,7 +4126,7 @@ This will have no impact on the rotation value of its children, but it will upda
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1448">line 1448</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1458">line 1458</a>
</li></ul></dd>
@ -5159,7 +5199,7 @@ Group.addAll('x', 10) will add 10 to the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-675">line 675</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-672">line 672</a>
</li></ul></dd>
@ -5570,7 +5610,7 @@ The child is added to the Group at the location specified by the index value, th
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-503">line 503</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-502">line 502</a>
</li></ul></dd>
@ -5809,7 +5849,7 @@ After the method parameter and context you can add as many extra parameters as y
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-824">line 824</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-821">line 821</a>
</li></ul></dd>
@ -6007,7 +6047,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-739">line 739</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-736">line 736</a>
</li></ul></dd>
@ -6176,7 +6216,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-771">line 771</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-768">line 768</a>
</li></ul></dd>
@ -6250,7 +6290,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1155">line 1155</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1153">line 1153</a>
</li></ul></dd>
@ -6347,7 +6387,7 @@ After the existsValue parameter you can add as many parameters as you like, whic
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1143">line 1143</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1141">line 1141</a>
</li></ul></dd>
@ -6659,7 +6699,7 @@ Useful if you don't need to create the Sprite instances before-hand.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-210">line 210</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-209">line 209</a>
</li></ul></dd>
@ -6937,7 +6977,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-251">line 251</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-250">line 250</a>
</li></ul></dd>
@ -7011,7 +7051,7 @@ and will be positioned at 0, 0 (relative to the Group.x/y)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1287">line 1287</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1297">line 1297</a>
</li></ul></dd>
@ -7204,7 +7244,7 @@ Group.divideAll('x', 2) will half the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-723">line 723</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-720">line 720</a>
</li></ul></dd>
@ -7347,7 +7387,7 @@ Group.divideAll('x', 2) will half the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1350">line 1350</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1360">line 1360</a>
</li></ul></dd>
@ -7587,7 +7627,7 @@ For example: Group.forEach(awardBonusGold, this, true, 100, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-892">line 892</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-890">line 890</a>
</li></ul></dd>
@ -7735,7 +7775,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-932">line 932</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-930">line 930</a>
</li></ul></dd>
@ -7883,7 +7923,7 @@ For example: Group.forEachAlive(causeDamage, this, 500)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-950">line 950</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-948">line 948</a>
</li></ul></dd>
@ -8031,7 +8071,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-968">line 968</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-966">line 966</a>
</li></ul></dd>
@ -8213,7 +8253,7 @@ For example: Group.forEachDead(bringToLife, this)</p>
<div class="description">
<p>Call this function to retrieve the first object with alive == true in the group.
<p>Call this function to retrieve the first object with alive === true in the group.
This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.</p>
</div>
@ -8252,7 +8292,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1117">line 1117</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1115">line 1115</a>
</li></ul></dd>
@ -8311,7 +8351,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<div class="description">
<p>Call this function to retrieve the first object with alive == false in the group.
<p>Call this function to retrieve the first object with alive === false in the group.
This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.</p>
</div>
@ -8350,7 +8390,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1130">line 1130</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1128">line 1128</a>
</li></ul></dd>
@ -8496,7 +8536,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1099">line 1099</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1097">line 1097</a>
</li></ul></dd>
@ -8642,7 +8682,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-522">line 522</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-521">line 521</a>
</li></ul></dd>
@ -8811,7 +8851,7 @@ This is handy for checking if everything has been wiped out, or choosing a squad
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1167">line 1167</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1165">line 1165</a>
</li></ul></dd>
@ -9121,7 +9161,7 @@ You can add as many callback parameters as you like, which will all be passed to
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1035">line 1035</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1033">line 1033</a>
</li></ul></dd>
@ -9604,7 +9644,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-707">line 707</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-704">line 704</a>
</li></ul></dd>
@ -9678,7 +9718,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-292">line 292</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-291">line 291</a>
</li></ul></dd>
@ -9752,7 +9792,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-314">line 314</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-313">line 313</a>
</li></ul></dd>
@ -9780,7 +9820,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt>
<h4 class="name" id="remove"><span class="type-signature"></span>remove<span class="signature">(child)</span><span class="type-signature"></span></h4>
<h4 class="name" id="remove"><span class="type-signature"></span>remove<span class="signature">(child)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
@ -9875,7 +9915,7 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1189">line 1189</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1187">line 1187</a>
</li></ul></dd>
@ -9896,6 +9936,29 @@ Group.multiplyAll('x', 2) will x2 the child.x value.</p>
<h5>Returns:</h5>
<div class="param-desc">
<p>true if the child was removed from this Group, otherwise false.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">boolean</span>
</dd>
</dl>
</dd>
@ -9950,7 +10013,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1220">line 1220</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1230">line 1230</a>
</li></ul></dd>
@ -10096,7 +10159,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1247">line 1247</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1257">line 1257</a>
</li></ul></dd>
@ -10242,7 +10305,7 @@ The Group container remains on the display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-535">line 535</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-534">line 534</a>
</li></ul></dd>
@ -10604,7 +10667,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-637">line 637</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-634">line 634</a>
</li></ul></dd>
@ -10852,7 +10915,7 @@ The operation parameter controls how the new value is assigned to the property,
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-573">line 573</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-572">line 572</a>
</li></ul></dd>
@ -11599,7 +11662,7 @@ For example to depth sort Sprites for Zelda-style game you might call <code>grou
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-986">line 986</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-984">line 984</a>
</li></ul></dd>
@ -11979,7 +12042,7 @@ Group.subAll('x', 10) will minus 10 from the child.x value.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-691">line 691</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-688">line 688</a>
</li></ul></dd>
@ -12126,7 +12189,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-375">line 375</a>
<a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-374">line 374</a>
</li></ul></dd>
@ -12269,7 +12332,7 @@ You cannot swap a child with itself, or swap un-parented children, doing so will
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -577,7 +617,7 @@
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">object</span>
@ -587,7 +627,109 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>Internal emitters store.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-25">line 25</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running Game.</p></td>
</tr>
@ -689,7 +831,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>-</p></td>
</tr>
@ -721,7 +863,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-26">line 26</a>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-31">line 31</a>
</li></ul></dd>
@ -803,7 +945,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The emitter to be added to the particle manager.</p></td>
</tr>
@ -835,7 +977,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-32">line 32</a>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-37">line 37</a>
</li></ul></dd>
@ -976,7 +1118,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-46">line 46</a>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-51">line 51</a>
</li></ul></dd>
@ -1045,7 +1187,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-57">line 57</a>
<a href="Particles.js.html">particles/Particles.js</a>, <a href="Particles.js.html#sunlight-1-line-62">line 62</a>
</li></ul></dd>
@ -1096,7 +1238,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -6104,7 +6144,7 @@ touching.up = true means the collision happened to the top of this Body for exam
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1622,7 +1662,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1178">line 1178</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1341">line 1341</a>
</li></ul></dd>
@ -1936,7 +1976,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1207">line 1207</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1370">line 1370</a>
</li></ul></dd>
@ -2283,7 +2323,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1237">line 1237</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1400">line 1400</a>
</li></ul></dd>
@ -2520,7 +2560,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1159">line 1159</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1322">line 1322</a>
</li></ul></dd>
@ -2686,7 +2726,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1325">line 1325</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1488">line 1488</a>
</li></ul></dd>
@ -2870,7 +2910,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1360">line 1360</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1523">line 1523</a>
</li></ul></dd>
@ -3057,7 +3097,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1342">line 1342</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1505">line 1505</a>
</li></ul></dd>
@ -3177,7 +3217,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt>
<h4 class="name" id="collide"><span class="type-signature"></span>collide<span class="signature">(object1, object2, <span class="optional">collideCallback</span>, <span class="optional">processCallback</span>, <span class="optional">callbackContext</span>)</span><span class="type-signature"> &rarr; {number}</span></h4>
<h4 class="name" id="collide"><span class="type-signature"></span>collide<span class="signature">(object1, object2, <span class="optional">collideCallback</span>, <span class="optional">processCallback</span>, <span class="optional">callbackContext</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
@ -3185,8 +3225,8 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<div class="description">
<p>Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps.
You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions.
<p>Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
The objects are also automatically separated.</p>
</div>
@ -3240,7 +3280,7 @@ The objects are also automatically separated.</p>
<span class="param-type">Phaser.Particles.Emitter</span>
|
<span class="param-type">Phaser.Tilemap</span>
<span class="param-type"><a href="Phaser.Tilemap.html">Phaser.Tilemap</a></span>
@ -3284,7 +3324,7 @@ The objects are also automatically separated.</p>
<span class="param-type">Phaser.Particles.Emitter</span>
|
<span class="param-type">Phaser.Tilemap</span>
<span class="param-type"><a href="Phaser.Tilemap.html">Phaser.Tilemap</a></span>
@ -3345,7 +3385,7 @@ The objects are also automatically separated.</p>
</td>
<td class="description last"><p>An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.</p></td>
<td class="description last"><p>An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.</p></td>
</tr>
@ -3453,7 +3493,7 @@ The objects are also automatically separated.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-304">line 304</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-461">line 461</a>
</li></ul></dd>
@ -3478,7 +3518,7 @@ The objects are also automatically separated.</p>
<div class="param-desc">
<p>The number of collisions that were processed.</p>
<p>True if a collision occured otherwise false.</p>
</div>
@ -3489,7 +3529,7 @@ The objects are also automatically separated.</p>
</dt>
<dd>
<span class="param-type">number</span>
<span class="param-type">boolean</span>
</dd>
@ -3873,7 +3913,7 @@ The objects are also automatically separated.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1267">line 1267</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1430">line 1430</a>
</li></ul></dd>
@ -4059,7 +4099,7 @@ If you need to calculate from the center of a display object instead use the met
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1304">line 1304</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1467">line 1467</a>
</li></ul></dd>
@ -4248,7 +4288,7 @@ If you need to calculate from the center of a display object instead use the met
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1284">line 1284</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1447">line 1447</a>
</li></ul></dd>
@ -4523,7 +4563,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1015">line 1015</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1178">line 1178</a>
</li></ul></dd>
@ -4799,7 +4839,7 @@ Note: The display object doesn't stop moving once it reaches the destination coo
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1050">line 1050</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1213">line 1213</a>
</li></ul></dd>
@ -5109,7 +5149,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1085">line 1085</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1248">line 1248</a>
</li></ul></dd>
@ -5160,7 +5200,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt>
<h4 class="name" id="overlap"><span class="type-signature"></span>overlap<span class="signature">(object1, object2)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
<h4 class="name" id="overlap"><span class="type-signature"></span>overlap<span class="signature">(object1, object2, <span class="optional">overlapCallback</span>, <span class="optional">processCallback</span>, <span class="optional">callbackContext</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
@ -5168,7 +5208,9 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<div class="description">
<p>Checks if two Sprite objects overlap.</p>
<p>Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.</p>
</div>
@ -5190,8 +5232,12 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
@ -5209,16 +5255,34 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
|
<span class="param-type">Phaser.Particles.Emitter</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The first object to check. Can be an instance of Phaser.Sprite or anything that extends it.</p></td>
<td class="default">
</td>
<td class="description last"><p>The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.</p></td>
</tr>
@ -5232,16 +5296,149 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span>
|
<span class="param-type">Phaser.Particles.Emitter</span>
</td>
<td class="attributes">
</td>
<td class="description last"><p>The second object to check. Can be an instance of Phaser.Sprite or anything that extends it.</p></td>
<td class="default">
</td>
<td class="description last"><p>The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.</p></td>
</tr>
<tr>
<td class="name"><code>overlapCallback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.</p></td>
</tr>
<tr>
<td class="name"><code>processCallback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The context in which to run the callbacks.</p></td>
</tr>
@ -5298,7 +5495,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<div class="param-desc">
<p>true if the two objects overlap.</p>
<p>True if an overlap occured otherwise false.</p>
</div>
@ -5782,7 +5979,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-588">line 588</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-745">line 745</a>
</li></ul></dd>
@ -5904,7 +6101,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<td class="type">
<span class="param-type">Phaser.Tile</span>
<span class="param-type"><a href="Phaser.Tile.html">Phaser.Tile</a></span>
@ -5946,7 +6143,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-830">line 830</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-991">line 991</a>
</li></ul></dd>
@ -6068,7 +6265,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<td class="type">
<span class="param-type">Phaser.Tile</span>
<span class="param-type"><a href="Phaser.Tile.html">Phaser.Tile</a></span>
@ -6110,7 +6307,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-843">line 843</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1006">line 1006</a>
</li></ul></dd>
@ -6232,7 +6429,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<td class="type">
<span class="param-type">Phaser.Tile</span>
<span class="param-type"><a href="Phaser.Tile.html">Phaser.Tile</a></span>
@ -6274,7 +6471,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-929">line 929</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1092">line 1092</a>
</li></ul></dd>
@ -6438,7 +6635,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-601">line 601</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-758">line 758</a>
</li></ul></dd>
@ -6602,7 +6799,7 @@ Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-709">line 709</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-868">line 868</a>
</li></ul></dd>
@ -7284,7 +7481,7 @@ One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which wil
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1121">line 1121</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1284">line 1284</a>
</li></ul></dd>
@ -7523,7 +7720,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1140">line 1140</a>
<a href="ArcadePhysics.js.html">physics/arcade/ArcadePhysics.js</a>, <a href="ArcadePhysics.js.html#sunlight-1-line-1303">line 1303</a>
</li></ul></dd>
@ -7599,7 +7796,7 @@ One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) whi
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -505,7 +545,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -1872,7 +1912,7 @@ It is only called if active is set to true.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -406,7 +446,7 @@
<div class="description">
<p>Description.</p>
<p>The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.</p>
</div>
@ -511,7 +551,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-16">line 16</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-18">line 18</a>
</li></ul></dd>
@ -639,7 +679,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-21">line 21</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-23">line 23</a>
</li></ul></dd>
@ -741,7 +781,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-32">line 32</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-34">line 34</a>
</li></ul></dd>
@ -856,7 +896,7 @@ The plugin's game and parent reference are set to this game and pluginmanager pa
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-45">line 45</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-47">line 47</a>
</li></ul></dd>
@ -948,7 +988,7 @@ The plugin's game and parent reference are set to this game and pluginmanager pa
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-255">line 255</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-283">line 283</a>
</li></ul></dd>
@ -1018,7 +1058,7 @@ It only calls plugins who have visible=true.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-232">line 232</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-260">line 260</a>
</li></ul></dd>
@ -1089,7 +1129,7 @@ It only calls plugins who have active=true.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-185">line 185</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-213">line 213</a>
</li></ul></dd>
@ -1159,7 +1199,7 @@ It only calls plugins who have active=true.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-139">line 139</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-167">line 167</a>
</li></ul></dd>
@ -1277,7 +1317,76 @@ It only calls plugins who have active=true.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-127">line 127</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-129">line 129</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="removeAll"><span class="type-signature"></span>removeAll<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes all Plugins from the PluginManager.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-153">line 153</a>
</li></ul></dd>
@ -1347,7 +1456,7 @@ It only calls plugins who have visible=true.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-209">line 209</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-237">line 237</a>
</li></ul></dd>
@ -1417,7 +1526,7 @@ It only calls plugins who have active=true.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-162">line 162</a>
<a href="PluginManager.js.html">core/PluginManager.js</a>, <a href="PluginManager.js.html#sunlight-1-line-190">line 190</a>
</li></ul></dd>
@ -1468,7 +1577,7 @@ It only calls plugins who have active=true.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -929,7 +969,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-301">line 301</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-291">line 291</a>
</li></ul></dd>
@ -1144,7 +1184,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-388">line 388</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-378">line 378</a>
</li></ul></dd>
@ -1359,7 +1399,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-358">line 358</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-348">line 348</a>
</li></ul></dd>
@ -1523,7 +1563,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-377">line 377</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-367">line 367</a>
</li></ul></dd>
@ -1738,7 +1778,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-339">line 339</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-329">line 329</a>
</li></ul></dd>
@ -1994,7 +2034,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-411">line 411</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-401">line 401</a>
</li></ul></dd>
@ -2209,7 +2249,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-320">line 320</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-310">line 310</a>
</li></ul></dd>
@ -3180,147 +3220,6 @@
<h5>Returns:</h5>
<div class="param-desc">
<p>This Point object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">Point</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="copyFrom"><span class="type-signature"></span>copyFrom<span class="signature">(source)</span><span class="type-signature"> &rarr; {Point}</span></h4>
</dt>
<dd>
<div class="description">
<p>Copies the x and y properties from any given object to this Point.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>source</code></td>
<td class="type">
<span class="param-type">any</span>
</td>
<td class="description last"><p>The object to copy from.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
@ -3441,7 +3340,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-195">line 195</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-185">line 185</a>
</li></ul></dd>
@ -3625,7 +3524,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-210">line 210</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-200">line 200</a>
</li></ul></dd>
@ -3930,7 +3829,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-221">line 221</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-211">line 211</a>
</li></ul></dd>
@ -4022,7 +3921,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-245">line 245</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-235">line 235</a>
</li></ul></dd>
@ -4163,7 +4062,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-254">line 254</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-244">line 244</a>
</li></ul></dd>
@ -4347,7 +4246,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-281">line 281</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-271">line 271</a>
</li></ul></dd>
@ -4603,7 +4502,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-264">line 264</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-254">line 254</a>
</li></ul></dd>
@ -4880,7 +4779,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-231">line 231</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-221">line 221</a>
</li></ul></dd>
@ -5300,7 +5199,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-290">line 290</a>
<a href="Point.js.html">geom/Point.js</a>, <a href="Point.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd>
@ -5374,7 +5273,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:32 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

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -665,7 +705,7 @@ arguments passed can be flat x,y values e.g. <code>new PIXI.Polygon(x,y, x,y, x,
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -738,7 +778,7 @@ Clear the quadtree.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="QuadTree.js.html">math/QuadTree.js</a>, <a href="QuadTree.js.html#sunlight-1-line-245">line 245</a>
<a href="QuadTree.js.html">math/QuadTree.js</a>, <a href="QuadTree.js.html#sunlight-1-line-246">line 246</a>
</li></ul></dd>
@ -857,7 +897,7 @@ Determine which node the object belongs to.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="QuadTree.js.html">math/QuadTree.js</a>, <a href="QuadTree.js.html#sunlight-1-line-164">line 164</a>
<a href="QuadTree.js.html">math/QuadTree.js</a>, <a href="QuadTree.js.html#sunlight-1-line-165">line 165</a>
</li></ul></dd>
@ -882,7 +922,7 @@ Determine which node the object belongs to.</p>
<div class="param-desc">
<p>index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.</p>
<p>index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.</p>
</div>
@ -1120,7 +1160,7 @@ Return all objects that could collide with the given object.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="QuadTree.js.html">math/QuadTree.js</a>, <a href="QuadTree.js.html#sunlight-1-line-208">line 208</a>
<a href="QuadTree.js.html">math/QuadTree.js</a>, <a href="QuadTree.js.html#sunlight-1-line-209">line 209</a>
</li></ul></dd>
@ -1266,7 +1306,7 @@ Split the node into 4 subnodes</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:32 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -490,7 +530,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-18">line 18</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-20">line 20</a>
</li></ul></dd>
@ -577,7 +617,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-237">line 237</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-238">line 238</a>
</li></ul></dd>
@ -601,6 +641,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random number between -180 and 180.</p>
</div>
<dl>
@ -665,7 +709,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-136">line 136</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-138">line 138</a>
</li></ul></dd>
@ -689,6 +733,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random real number between 0 and 1.</p>
</div>
<dl>
@ -753,7 +801,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-127">line 127</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-129">line 129</a>
</li></ul></dd>
@ -777,6 +825,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random integer between 0 and 2^32.</p>
</div>
<dl>
@ -858,7 +910,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>The minimum value in the range.</p></td>
</tr>
@ -881,7 +933,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>The maximum value in the range.</p></td>
</tr>
@ -913,7 +965,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-154">line 154</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-156">line 156</a>
</li></ul></dd>
@ -937,6 +989,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random number between min and max.</p>
</div>
<dl>
@ -1001,7 +1057,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-178">line 178</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-180">line 180</a>
</li></ul></dd>
@ -1025,6 +1081,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random real number between -1 and 1.</p>
</div>
<dl>
@ -1048,7 +1108,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt>
<h4 class="name" id="pick"><span class="type-signature"></span>pick<span class="signature">(ary)</span><span class="type-signature"> &rarr; {number}</span></h4>
<h4 class="name" id="pick"><span class="type-signature"></span>pick<span class="signature">(ary)</span><span class="type-signature"> &rarr; {any}</span></h4>
</dt>
@ -1096,7 +1156,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="type">
<span class="param-type">Any</span>
<span class="param-type">Array</span>
@ -1106,7 +1166,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>An Array to pick a random member of.</p></td>
</tr>
@ -1138,7 +1198,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-206">line 206</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-207">line 207</a>
</li></ul></dd>
@ -1162,6 +1222,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random member of the array.</p>
</div>
<dl>
@ -1170,7 +1234,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
</dt>
<dd>
<span class="param-type">number</span>
<span class="param-type">any</span>
</dd>
@ -1226,7 +1290,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-145">line 145</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-147">line 147</a>
</li></ul></dd>
@ -1250,6 +1314,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random real number between 0 and 2^32.</p>
</div>
<dl>
@ -1331,7 +1399,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>The minimum value in the range.</p></td>
</tr>
@ -1354,7 +1422,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>The maximum value in the range.</p></td>
</tr>
@ -1386,7 +1454,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-165">line 165</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-167">line 167</a>
</li></ul></dd>
@ -1410,6 +1478,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random number between min and max.</p>
</div>
<dl>
@ -1523,7 +1595,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-70">line 70</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-72">line 72</a>
</li></ul></dd>
@ -1609,7 +1681,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>The minimum value in the range.</p></td>
</tr>
@ -1632,7 +1704,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>The maximum value in the range.</p></td>
</tr>
@ -1664,7 +1736,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-226">line 226</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-227">line 227</a>
</li></ul></dd>
@ -1688,6 +1760,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random timestamp between min and max.</p>
</div>
<dl>
@ -1752,7 +1828,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-187">line 187</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-189">line 189</a>
</li></ul></dd>
@ -1776,6 +1852,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A valid RFC4122 version4 ID hex string</p>
</div>
<dl>
@ -1799,7 +1879,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt>
<h4 class="name" id="weightedPick"><span class="type-signature"></span>weightedPick<span class="signature">(ary)</span><span class="type-signature"> &rarr; {number}</span></h4>
<h4 class="name" id="weightedPick"><span class="type-signature"></span>weightedPick<span class="signature">(ary)</span><span class="type-signature"> &rarr; {any}</span></h4>
</dt>
@ -1847,7 +1927,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="type">
<span class="param-type">Any</span>
<span class="param-type">Array</span>
@ -1857,7 +1937,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<td class="description last"></td>
<td class="description last"><p>An Array to pick a random member of.</p></td>
</tr>
@ -1889,7 +1969,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-216">line 216</a>
<a href="RandomDataGenerator.js.html">math/RandomDataGenerator.js</a>, <a href="RandomDataGenerator.js.html#sunlight-1-line-217">line 217</a>
</li></ul></dd>
@ -1913,6 +1993,10 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<h5>Returns:</h5>
<div class="param-desc">
<p>A random member of the array.</p>
</div>
<dl>
@ -1921,7 +2005,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
</dt>
<dd>
<span class="param-type">number</span>
<span class="param-type">any</span>
</dd>
@ -1959,7 +2043,7 @@ Random number generator from <a href="http://baagoe.org/en/wiki/Better_random_nu
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:39 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -502,7 +542,7 @@
<td class="description last"><p>The width of the Rectangle in pixels.</p></td>
<td class="description last"><p>The width of the Rectangle.</p></td>
</tr>
@ -525,7 +565,7 @@
<td class="description last"><p>The height of the Rectangle in pixels.</p></td>
<td class="description last"><p>The height of the Rectangle.</p></td>
</tr>
@ -1414,7 +1454,7 @@ If set to true then all of the Rectangle properties are set to 0.</p>
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The height of the Rectangle.</p></td>
</tr>
@ -2153,7 +2193,7 @@ However it does affect the height property, whereas changing the y value does no
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The width of the Rectangle.</p></td>
</tr>
@ -2255,7 +2295,7 @@ However it does affect the height property, whereas changing the y value does no
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The x coordinate of the top-left corner of the Rectangle.</p></td>
</tr>
@ -2357,7 +2397,7 @@ However it does affect the height property, whereas changing the y value does no
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The y coordinate of the top-left corner of the Rectangle.</p></td>
</tr>
@ -2543,7 +2583,7 @@ However it does affect the height property, whereas changing the y value does no
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-537">line 537</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-542">line 542</a>
</li></ul></dd>
@ -2726,7 +2766,7 @@ However it does affect the height property, whereas changing the y value does no
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-549">line 549</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-554">line 554</a>
</li></ul></dd>
@ -2890,7 +2930,7 @@ However it does affect the height property, whereas changing the y value does no
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-565">line 565</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-570">line 570</a>
</li></ul></dd>
@ -3055,7 +3095,7 @@ A Rectangle object is said to contain another if the second Rectangle object fal
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-576">line 576</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-581">line 581</a>
</li></ul></dd>
@ -3220,7 +3260,7 @@ This method compares the x, y, width and height properties of each Rectangle.</p
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-596">line 596</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-601">line 601</a>
</li></ul></dd>
@ -3407,7 +3447,7 @@ This method compares the x, y, width and height properties of each Rectangle.</p
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-498">line 498</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-503">line 503</a>
</li></ul></dd>
@ -3571,7 +3611,7 @@ This method compares the x, y, width and height properties of each Rectangle.</p
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-514">line 514</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-519">line 519</a>
</li></ul></dd>
@ -3786,7 +3826,7 @@ This method compares the x, y, width and height properties of each Rectangle.</p
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-608">line 608</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-613">line 613</a>
</li></ul></dd>
@ -3951,7 +3991,7 @@ This method checks the x, y, width, and height properties of the Rectangles.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-632">line 632</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-637">line 637</a>
</li></ul></dd>
@ -4184,7 +4224,7 @@ This method checks the x, y, width, and height properties of the Rectangles.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-651">line 651</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-656">line 656</a>
</li></ul></dd>
@ -4368,7 +4408,7 @@ This method checks the x, y, width, and height properties of the Rectangles.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-525">line 525</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-530">line 530</a>
</li></ul></dd>
@ -4583,7 +4623,7 @@ This method checks the x, y, width, and height properties of the Rectangles.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-669">line 669</a>
<a href="Rectangle.js.html">geom/Rectangle.js</a>, <a href="Rectangle.js.html#sunlight-1-line-674">line 674</a>
</li></ul></dd>
@ -7344,7 +7384,7 @@ This method checks the x, y, width, and height properties of the Rectangles.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Thu Nov 07 2013 06:07:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Thu Nov 28 2013 15:56:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -54,6 +54,10 @@
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@ -138,6 +142,10 @@
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
@ -302,6 +310,26 @@
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
@ -310,6 +338,10 @@
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
@ -356,6 +388,14 @@
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#render">render</a>
</li>
<li>
<a href="global.html#renderXY">renderXY</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
@ -406,7 +446,7 @@
<div class="description">
<p>A dynamic initially blank canvas to which images can be drawn</p>
<p>A RenderTexture is a special texture that allows any displayObject to be rendered to it.</p>
</div>
@ -646,7 +686,7 @@
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">PIXI.Rectangle</span>
@ -656,7 +696,7 @@
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>The frame for this texture.</p></td>
</tr>
@ -685,7 +725,7 @@
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-50">line 50</a>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-48">line 48</a>
</li></ul></dd>
@ -913,11 +953,6 @@
</dt>
<dd>
<div class="description">
<p>I know this has a typo in it, but it's because the PIXI.RenderTexture does and we need to pair-up with it
once they update pixi to fix the typo, we'll fix it here too :)</p>
</div>
@ -957,7 +992,7 @@ once they update pixi to fix the typo, we'll fix it here too :)</p>
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">PIXI.mat3</span>
@ -967,7 +1002,7 @@ once they update pixi to fix the typo, we'll fix it here too :)</p>
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>Matrix object.</p></td>
</tr>
@ -996,7 +1031,7 @@ once they update pixi to fix the typo, we'll fix it here too :)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-45">line 45</a>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-43">line 43</a>
</li></ul></dd>
@ -1161,7 +1196,7 @@ once they update pixi to fix the typo, we'll fix it here too :)</p>
<td class="type">
<span class="param-type">Description</span>
<span class="param-type">number</span>
@ -1171,7 +1206,7 @@ once they update pixi to fix the typo, we'll fix it here too :)</p>
<td class="description last"><p>Description.</p></td>
<td class="description last"><p>Base Phaser object type.</p></td>
</tr>
@ -1200,7 +1235,7 @@ once they update pixi to fix the typo, we'll fix it here too :)</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-55">line 55</a>
<a href="RenderTexture.js.html">gameobjects/RenderTexture.js</a>, <a href="RenderTexture.js.html#sunlight-1-line-53">line 53</a>
</li></ul></dd>
@ -1345,7 +1380,7 @@ once they update pixi to fix the typo, we'll fix it here too :)</p>
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