mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
Added jsdocs
This commit is contained in:
parent
eaca4eb462
commit
fd9cf6c1f7
7 changed files with 372 additions and 8 deletions
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@ -55,7 +55,7 @@ var Game = new Class({
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/**
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* A reference to either the Canvas or WebGL Renderer that this Game is using.
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*
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* @property {Phaser.Renderer.CanvasRenderer|Phaser.Renderer.WebGLRenderer} renderer
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* @property {Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer} renderer
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* @since 3.0.0
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*/
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this.renderer = null;
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@ -1,6 +1,16 @@
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var GetFastValue = require('../utils/object/GetFastValue');
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var UppercaseFirst = require('../utils/string/UppercaseFirst');
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/**
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* Builds an array of which physics plugins should be activated for the given Scene.
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*
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* @function Phaser.Scenes.GetPhysicsPlugins
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* @since 3.0.0
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*
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* @param {Phaser.Scenes.Systems} sys - [description]
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*
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* @return {array} [description]
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*/
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var GetPhysicsPlugins = function (sys)
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{
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var defaultSystem = sys.game.config.defaultPhysicsSystem;
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@ -1,5 +1,15 @@
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var GetFastValue = require('../utils/object/GetFastValue');
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/**
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* Builds an array of which plugins (not including physics plugins) should be activated for the given Scene.
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*
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* @function Phaser.Scenes.GetScenePlugins
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* @since 3.0.0
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*
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* @param {Phaser.Scenes.Systems} sys - [description]
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*
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* @return {array} [description]
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*/
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var GetScenePlugins = function (sys)
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{
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var defaultPlugins = sys.game.config.defaultPlugins;
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@ -1,17 +1,40 @@
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var Class = require('../utils/Class');
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var Systems = require('./Systems');
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/**
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* @classdesc
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* [description]
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*
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* @class Scene
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* @memberOf Phaser
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* @constructor
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* @since 3.0.0
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*
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* @param {object} config - [description]
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*/
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var Scene = new Class({
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initialize:
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function Scene (config)
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{
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// The Scene Systems. You must never overwrite this property, or all hell will break lose.
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/**
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* The Scene Systems. You must never overwrite this property, or all hell will break lose.
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*
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* @name Phaser.Scene#sys
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.sys = new Systems(this, config);
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},
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// Should be overridden by your own Scenes
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/**
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* Should be overridden by your own Scenes.
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*
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* @method Phaser.Scene#update
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* @override
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* @since 3.0.0
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*/
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update: function ()
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{
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}
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@ -2,6 +2,16 @@ var CONST = require('./const');
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var GetValue = require('../utils/object/GetValue');
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var InjectionMap = require('./InjectionMap');
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/**
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* Takes a Scene configuration object and returns a fully formed Systems object.
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*
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* @function Phaser.Scenes.Settings.create
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* @since 3.0.0
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*
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* @param {object} config - [description]
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*
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* @return {object} [description]
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*/
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var Settings = {
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create: function (config)
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@ -6,44 +6,212 @@ var GetScenePlugins = require('./GetScenePlugins');
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var GlobalPlugins = require('../plugins/GlobalPlugins');
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var Settings = require('./Settings');
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/**
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* @classdesc
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* The Scene Systems class.
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*
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* This class is available from within a Scene under the property `sys`.
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* It is responsible for managing all of the plugins a Scene has running, including the display list, and
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* handling the update step and renderer. It also contains references to global systems belonging to Game.
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*
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* @class Systems
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* @memberOf Phaser.Scenes
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene that owns this Systems instance.
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* @param {object} config - Scene specific configuration settings.
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*/
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var Systems = new Class({
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initialize:
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function Systems (scene, config)
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{
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = scene;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#game
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* @type {Phaser.Game}
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* @since 3.0.0
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*/
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this.game;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#config
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* @type {object}
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* @since 3.0.0
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*/
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this.config = config;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#settings
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* @type {[type]}
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* @since 3.0.0
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*/
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this.settings = Settings.create(config);
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// A handy reference to the Scene canvas / context
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/**
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* A handy reference to the Scene canvas / context.
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*
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* @name Phaser.Scenes.Systems#canvas
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* @type {HTMLCanvasElement}
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* @since 3.0.0
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*/
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this.canvas;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#context
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* @type {CanvasRenderingContext2D}
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* @since 3.0.0
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*/
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this.context;
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// Global Systems - these are single-instance global managers that belong to Game
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#anims
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* @type {Phaser.Animations.AnimationManager}
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* @since 3.0.0
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*/
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this.anims;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#cache
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* @type {Phaser.Cache.CacheManager}
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* @since 3.0.0
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*/
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this.cache;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#plugins
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* @type {Phaser.Plugins.PluginManager}
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* @since 3.0.0
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*/
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this.plugins;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#registry
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* @type {[type]}
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* @since 3.0.0
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*/
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this.registry;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#sound
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* @type {Phaser.Sound.BaseSoundManager}
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* @since 3.0.0
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*/
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this.sound;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#textures
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* @type {Phaser.Textures.TextureManager}
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* @since 3.0.0
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*/
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this.textures;
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// Core Plugins - these are non-optional Scene plugins, needed by lots of the other systems
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#add
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* @type {Phaser.GameObjects.GameObjectFactory}
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* @since 3.0.0
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*/
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this.add;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#cameras
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* @type {Phaser.Cameras.Scene2D.CameraManager}
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* @since 3.0.0
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*/
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this.cameras;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#displayList
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* @type {null}
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* @since 3.0.0
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*/
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this.displayList;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#events
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* @type {EventEmitter3}
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* @since 3.0.0
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*/
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this.events;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#make
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* @type {Phaser.GameObjects.GameObjectCreator}
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* @since 3.0.0
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*/
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this.make;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#scenePlugin
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* @type {Phaser.Scenes.ScenePlugin}
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* @since 3.0.0
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*/
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this.scenePlugin;
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/**
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* [description]
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*
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* @name Phaser.Scenes.Systems#updateList
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* @type {[type]}
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* @since 3.0.0
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*/
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this.updateList;
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},
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/**
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* [description]
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*
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* @method Phaser.Scenes.Systems#init
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - A reference to the Phaser Game
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*/
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init: function (game)
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{
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this.settings.status = CONST.INIT;
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@ -70,6 +238,15 @@ var Systems = new Class({
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this.settings.isBooted = true;
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},
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/**
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* [description]
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*
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* @method Phaser.Scenes.Systems#install
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* @private
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* @since 3.0.0
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*
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* @param {array} plugin - An array of plugins to install into this Scene.
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*/
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install: function (plugin)
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{
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if (!Array.isArray(plugin))
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@ -80,6 +257,15 @@ var Systems = new Class({
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this.plugins.installLocal(this, plugin);
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},
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/**
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* [description]
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*
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* @method Phaser.Scenes.Systems#step
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* @since 3.0.0
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*
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* @param {number} time - [description]
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* @param {number} delta - [description]
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*/
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step: function (time, delta)
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{
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this.events.emit('preupdate', time, delta);
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@ -91,6 +277,14 @@ var Systems = new Class({
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this.events.emit('postupdate', time, delta);
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},
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/**
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* [description]
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*
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* @method Phaser.Scenes.Systems#render
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* @since 3.0.0
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*
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* @param {Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description]
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*/
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render: function (renderer)
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{
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var displayList = this.displayList;
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this.events.emit('render', renderer);
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},
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// Force a sort of the display list on the next render
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/**
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* Force a sort of the display list on the next render.
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*
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* @method Phaser.Scenes.Systems#queueDepthSort
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* @since 3.0.0
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*/
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queueDepthSort: function ()
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{
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this.displayList.queueDepthSort();
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},
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// Immediately sorts the display list if the flag is set
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/**
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* Immediately sorts the display list if the flag is set.
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*
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* @method Phaser.Scenes.Systems#depthSort
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* @since 3.0.0
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*/
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depthSort: function ()
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{
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this.displayList.depthSort();
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},
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// A paused Scene still renders, it just doesn't run ANY of its update handlers or systems
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/**
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* Pause this Scene.
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* A paused Scene still renders, it just doesn't run ANY of its update handlers or systems.
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*
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* @method Phaser.Scenes.Systems#pause
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* @since 3.0.0
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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pause: function ()
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{
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if (this.settings.active)
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@ -125,8 +337,18 @@ var Systems = new Class({
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this.events.emit('pause', this);
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}
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return this;
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},
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/**
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* Resume this Scene.
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*
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* @method Phaser.Scenes.Systems#resume
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* @since 3.0.0
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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resume: function ()
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{
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if (!this.settings.active)
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this.events.emit('resume', this);
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}
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return this;
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},
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/**
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* Send this Scene to sleep.
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*
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* A sleeping Scene doesn't run it's update step or render anything, but it also isn't destroyed,
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* or have any of its systems or children removed, meaning it can be re-activated at any point.
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*
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* @method Phaser.Scenes.Systems#sleep
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* @since 3.0.0
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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sleep: function ()
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{
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this.settings.status = CONST.SLEEPING;
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this.settings.visible = false;
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this.events.emit('sleep', this);
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return this;
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},
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/**
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* Wake-up this Scene if it was previously asleep.
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*
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* @method Phaser.Scenes.Systems#wake
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* @since 3.0.0
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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wake: function ()
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{
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this.settings.status = CONST.RUNNING;
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this.settings.visible = true;
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this.events.emit('wake', this);
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return this;
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},
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/**
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* Is this Scene sleeping?
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*
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* @method Phaser.Scenes.Systems#isSleeping
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* @since 3.0.0
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*
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* @return {boolean} [description]
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*/
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isSleeping: function ()
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{
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return (this.settings.status === CONST.SLEEPING);
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},
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/**
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* Is this Scene active?
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*
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* @method Phaser.Scenes.Systems#isActive
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* @since 3.0.0
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*
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* @return {boolean} [description]
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*/
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isActive: function ()
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{
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return (this.settings.status === CONST.RUNNING);
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},
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/**
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* Is this Scene visible and rendering?
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*
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* @method Phaser.Scenes.Systems#isVisible
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* @since 3.0.0
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*
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* @return {boolean} [description]
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*/
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isVisible: function ()
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{
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return this.settings.visible;
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},
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/**
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* [description]
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*
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* @method Phaser.Scenes.Systems#setVisible
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* @since 3.0.0
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*
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* @param {boolean} value - [description]
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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setVisible: function (value)
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{
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this.settings.visible = value;
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|
@ -181,6 +462,16 @@ var Systems = new Class({
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return this;
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},
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/**
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* [description]
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*
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* @method Phaser.Scenes.Systems#setActive
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* @since 3.0.0
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*
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* @param {boolean} value - [description]
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*
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* @return {Phaser.Scenes.Systems} This Systems object.
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*/
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setActive: function (value)
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{
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if (value)
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|
@ -193,6 +484,14 @@ var Systems = new Class({
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}
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},
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/**
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* Start this Scene running and rendering.
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*
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* @method Phaser.Scenes.Systems#start
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||||
* @since 3.0.0
|
||||
*
|
||||
* @param {object} data - [description]
|
||||
*/
|
||||
start: function (data)
|
||||
{
|
||||
this.settings.status = CONST.START;
|
||||
|
@ -205,6 +504,12 @@ var Systems = new Class({
|
|||
this.events.emit('start', this);
|
||||
},
|
||||
|
||||
/**
|
||||
* Shutdown this Scene and send a shutdown event to all of its systems.
|
||||
*
|
||||
* @method Phaser.Scenes.Systems#shutdown
|
||||
* @since 3.0.0
|
||||
*/
|
||||
shutdown: function ()
|
||||
{
|
||||
this.settings.status = CONST.SHUTDOWN;
|
||||
|
@ -215,6 +520,12 @@ var Systems = new Class({
|
|||
this.events.emit('shutdown', this);
|
||||
},
|
||||
|
||||
/**
|
||||
* Destroy this Scene and send a destroy event all of its systems.
|
||||
*
|
||||
* @method Phaser.Scenes.Systems#destroy
|
||||
* @since 3.0.0
|
||||
*/
|
||||
destroy: function ()
|
||||
{
|
||||
this.settings.status = CONST.DESTROYED;
|
||||
|
|
|
@ -9,7 +9,7 @@ var NOOP = require('../utils/NOOP');
|
|||
* Not all browsers can play all audio formats.
|
||||
* There is a good guide to what's supported [here](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
|
||||
*
|
||||
* @class BaseSound
|
||||
* @class BaseSoundManager
|
||||
* @extends Phaser.Sound.EventEmitter
|
||||
* @memberOf Phaser.Sound
|
||||
* @constructor
|
||||
|
|
Loading…
Reference in a new issue