diff --git a/examples/assets/audio/SoundEffects/squit.mp3 b/examples/assets/audio/SoundEffects/squit.mp3
new file mode 100644
index 000000000..24a6d7e9c
Binary files /dev/null and b/examples/assets/audio/SoundEffects/squit.mp3 differ
diff --git a/examples/assets/audio/SoundEffects/squit.ogg b/examples/assets/audio/SoundEffects/squit.ogg
new file mode 100644
index 000000000..e28915bac
Binary files /dev/null and b/examples/assets/audio/SoundEffects/squit.ogg differ
diff --git a/examples/audio/loop.php b/examples/audio/loop.php
new file mode 100644
index 000000000..1be5f0db6
--- /dev/null
+++ b/examples/audio/loop.php
@@ -0,0 +1,46 @@
+
+
+
+
+
diff --git a/examples/buttons/action on click.php b/examples/buttons/action on click.php
new file mode 100644
index 000000000..ad4e34444
--- /dev/null
+++ b/examples/buttons/action on click.php
@@ -0,0 +1,48 @@
+
+
+
+
+
diff --git a/examples/buttons/changing the frames.php b/examples/buttons/changing the frames.php
new file mode 100644
index 000000000..f61316c4d
--- /dev/null
+++ b/examples/buttons/changing the frames.php
@@ -0,0 +1,55 @@
+
+
+
+
+
diff --git a/examples/buttons/rotated buttons.php b/examples/buttons/rotated buttons.php
new file mode 100644
index 000000000..44d333697
--- /dev/null
+++ b/examples/buttons/rotated buttons.php
@@ -0,0 +1,56 @@
+
+
+
+
+
diff --git a/examples/camera/basic follow.php b/examples/camera/basic follow.php
new file mode 100644
index 000000000..c44fa5606
--- /dev/null
+++ b/examples/camera/basic follow.php
@@ -0,0 +1,76 @@
+
+
+
+
+
+
diff --git a/examples/camera/moving the game camera.php b/examples/camera/moving the game camera.php
new file mode 100644
index 000000000..d1dcb921b
--- /dev/null
+++ b/examples/camera/moving the game camera.php
@@ -0,0 +1,60 @@
+
+
+
+
+
+
diff --git a/examples/display/render crisp.php b/examples/display/render crisp.php
new file mode 100644
index 000000000..e5e1917a6
--- /dev/null
+++ b/examples/display/render crisp.php
@@ -0,0 +1,44 @@
+
+
+
+
+
+
diff --git a/examples/sprites/sprite4.php b/examples/sprites/sprite4.php
index fbbc121ad..161c1830a 100644
--- a/examples/sprites/sprite4.php
+++ b/examples/sprites/sprite4.php
@@ -17,8 +17,6 @@
function create() {
- // game.world._stage.backgroundColorString = '#182d3b';
-
s = game.add.sprite(game.world.centerX, game.world.centerY, 'bot');
// s.anchor.setTo(0.5, 0.5);
s.scale.setTo(2, 2);
diff --git a/examples/sprites/sprite2.php b/examples/sprites/spritesheet.php
similarity index 100%
rename from examples/sprites/sprite2.php
rename to examples/sprites/spritesheet.php
diff --git a/src/core/Camera.js b/src/core/Camera.js
index 4d0cf1c19..b738e5f52 100644
--- a/src/core/Camera.js
+++ b/src/core/Camera.js
@@ -3,6 +3,15 @@
*
* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
+*
+* @class Phaser.Camera
+* @constructor
+* @param game {Phaser.Game} game reference to the currently running game.
+* @param id {number} not being used at the moment, will be when Phaser supports multiple camera
+* @param x {number} position of the camera on the X axis
+* @param y {number} position of the camera on the Y axis
+* @param width {number} the width of the view rectangle
+* @param height {number} the height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
diff --git a/src/core/Stage.js b/src/core/Stage.js
index bbdf967b1..5a4e07e66 100644
--- a/src/core/Stage.js
+++ b/src/core/Stage.js
@@ -8,6 +8,13 @@
* @author Richard Davey
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
+
+
+* @class Stage
+* @constructor
+* @param game {Phaser.Game} game reference to the currently running game.
+* @param width {number} width of the canvas element
+* @param height {number} height of the canvas element
*/
Phaser.Stage = function (game, width, height) {
diff --git a/src/core/World.js b/src/core/World.js
index 92c153e0d..36319967a 100644
--- a/src/core/World.js
+++ b/src/core/World.js
@@ -11,6 +11,10 @@
* @author Richard Davey
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
+
+ * @class World
+ * @constructor
+ * @param game {Phaser.Game} reference to the current game instance.
*/
Phaser.World = function (game) {
@@ -91,7 +95,7 @@ Phaser.World.prototype = {
/**
* Updates the size of this world.
- *
+ * @method setSize
* @param width {number} New width of the world.
* @param height {number} New height of the world.
*/
@@ -111,6 +115,7 @@ Phaser.World.prototype = {
/**
* Destroyer of worlds.
+ * @method destroy
*/
destroy: function () {
diff --git a/src/gameobjects/Button.js b/src/gameobjects/Button.js
index 5a063fe71..9aea56349 100644
--- a/src/gameobjects/Button.js
+++ b/src/gameobjects/Button.js
@@ -1,5 +1,7 @@
/**
* Create a new Button
object.
+* @class Button
+* @constructor
*
* @param game {Phaser.Game} Current game instance.
* @param [x] {number} X position of the button.
@@ -58,7 +60,15 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
Phaser.Button.prototype.constructor = Phaser.Button;
-// Add our own custom methods
+/**
+* Used to manually set the frames that will be used for the different states of the button
+* exactly like setting them in the constructor
+*
+* @method setFrames
+* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
+* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
+* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
+*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
diff --git a/src/sound/Sound.js b/src/sound/Sound.js
index 9774fbb0d..e51264aeb 100644
--- a/src/sound/Sound.js
+++ b/src/sound/Sound.js
@@ -1,7 +1,17 @@
+/**
+* The Sound class
+*
+* @class Sound
+* @constructor
+* @param game {Phaser.Game} reference to the current game instance.
+* @param key {string} Asset key for the sound.
+* @param volume {number} default value for the volume.
+* @param loop {bool} Whether or not the sound will loop.
+*/
Phaser.Sound = function (game, key, volume, loop) {
volume = volume || 1;
- loop = loop || false;
+ if (typeof loop == 'undefined') { loop = false; }
this.game = game;
this.name = '';
@@ -10,6 +20,7 @@ Phaser.Sound = function (game, key, volume, loop) {
this._volume = volume;
this.markers = {};
+
/**
* Reference to AudioContext instance.
*/
@@ -99,7 +110,7 @@ Phaser.Sound.prototype = {
addMarker: function (name, start, stop, volume, loop) {
volume = volume || 1;
- loop = loop || false;
+ if (typeof loop == 'undefined') { loop = false; }
this.markers[name] = {
name: name,
@@ -177,7 +188,9 @@ Phaser.Sound.prototype = {
/**
* Play this sound, or a marked section of it.
+
* @param marker {string} Assets key of the sound you want to play.
+ * @param position {number} the starting position
* @param [volume] {number} volume of the sound you want to play.
* @param [loop] {bool} loop when it finished playing? (Default to false)
* @return {Sound} The playing sound object.
@@ -187,10 +200,12 @@ Phaser.Sound.prototype = {
marker = marker || '';
position = position || 0;
volume = volume || 1;
- loop = loop || false;
- forceRestart = forceRestart || false;
+ if (typeof loop == 'undefined') { loop = false; }
+ if (typeof forceRestart == 'undefined') { forceRestart = false; }
- // console.log('play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
+
+
+ console.log('play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
if (this.isPlaying == true && forceRestart == false && this.override == false)
{
@@ -356,7 +371,7 @@ Phaser.Sound.prototype = {
marker = marker || '';
position = position || 0;
volume = volume || 1;
- loop = loop || false;
+ if (typeof loop == 'undefined') { loop = false; }
this.play(marker, position, volume, loop, true);
diff --git a/src/sound/SoundManager.js b/src/sound/SoundManager.js
index c43e06c3f..88501bbb1 100644
--- a/src/sound/SoundManager.js
+++ b/src/sound/SoundManager.js
@@ -1,6 +1,9 @@
/**
* Phaser - SoundManager
*
+* @class SoundManager
+* @constructor
+* @param game {Phaser.Game} reference to the current game instance.
*/
Phaser.SoundManager = function (game) {
@@ -225,10 +228,21 @@ Phaser.SoundManager.prototype = {
},
+
+ /**
+ *
+ * @method add
+ * @param key {string} Asset key for the sound.
+ * @param volume {number} default value for the volume.
+ * @param loop {bool} Whether or not the sound will loop.
+ */
+
add: function (key, volume, loop) {
volume = volume || 1;
- loop = loop || false;
+ if (typeof loop == 'undefined') { loop = false; }
+
+
var sound = new Phaser.Sound(this.game, key, volume, loop);