mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
fdf7fb1afc
33 changed files with 132 additions and 122 deletions
|
@ -81,7 +81,7 @@ var Alpha = {
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* @method Phaser.GameObjects.Components.Alpha#clearAlpha
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* @since 3.0.0
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||||
*
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||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
|
||||
*/
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||||
clearAlpha: function ()
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||||
{
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||||
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@ -103,7 +103,7 @@ var Alpha = {
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* @param {float} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only.
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||||
* @param {float} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only.
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||||
*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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setAlpha: function (topLeft, topRight, bottomLeft, bottomRight)
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{
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|
|
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@ -100,7 +100,7 @@ var BlendMode = {
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*
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* @param {(string|Phaser.BlendModes)} value - The BlendMode value. Either a string or a CONST.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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*/
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setBlendMode: function (value)
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{
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|
|
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@ -85,7 +85,7 @@ var ComputedSize = {
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* @param {number} width - The width of this Game Object.
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* @param {number} height - The height of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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*/
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setSize: function (width, height)
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{
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@ -105,7 +105,7 @@ var ComputedSize = {
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* @param {number} width - The width of this Game Object.
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* @param {number} height - The height of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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*/
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setDisplaySize: function (width, height)
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{
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|
|
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@ -71,7 +71,7 @@ var Depth = {
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*
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* @param {integer} value - The depth of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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*/
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setDepth: function (value)
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{
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@ -44,7 +44,7 @@ var Flip = {
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* @method Phaser.GameObjects.Components.Flip#toggleFlipX
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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||||
*/
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toggleFlipX: function ()
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{
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@ -59,7 +59,7 @@ var Flip = {
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* @method Phaser.GameObjects.Components.Flip#toggleFlipY
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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*/
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toggleFlipY: function ()
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{
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@ -76,7 +76,7 @@ var Flip = {
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*
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* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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*/
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setFlipX: function (value)
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{
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@ -93,7 +93,7 @@ var Flip = {
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*
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* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
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||||
*
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||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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||||
setFlipY: function (value)
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{
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@ -111,7 +111,7 @@ var Flip = {
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* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
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||||
* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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||||
*/
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||||
setFlip: function (x, y)
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{
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@ -127,7 +127,7 @@ var Flip = {
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* @method Phaser.GameObjects.Components.Flip#resetFlip
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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resetFlip: function ()
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{
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|
|
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@ -40,7 +40,7 @@ var Mask = {
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*
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* @param {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask} mask - The mask this Game Object will use when rendering.
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||||
*
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||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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||||
setMask: function (mask)
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{
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||||
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@ -57,7 +57,7 @@ var Mask = {
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*
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||||
* @param {boolean} [destroyMask=false] - Destroy the mask before clearing it?
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||||
*
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||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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clearMask: function (destroyMask)
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{
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||||
|
|
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@ -50,7 +50,7 @@ var MatrixStack = {
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* @method Phaser.GameObjects.Components.MatrixStack#initMatrixStack
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||||
* @since 3.2.0
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||||
*
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||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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||||
*/
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||||
initMatrixStack: function ()
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{
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@ -67,7 +67,7 @@ var MatrixStack = {
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* @method Phaser.GameObjects.Components.MatrixStack#save
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* @since 3.2.0
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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* @return {this} This Game Object instance.
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||||
*/
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save: function ()
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||||
{
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||||
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@ -94,7 +94,7 @@ var MatrixStack = {
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* @method Phaser.GameObjects.Components.MatrixStack#restore
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* @since 3.2.0
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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restore: function ()
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{
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||||
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@ -122,7 +122,7 @@ var MatrixStack = {
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* @method Phaser.GameObjects.Components.MatrixStack#loadIdentity
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||||
* @since 3.2.0
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*
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||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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loadIdentity: function ()
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{
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@ -144,7 +144,7 @@ var MatrixStack = {
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* @param {number} tx - [description]
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* @param {number} ty - [description]
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||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
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transform: function (a, b, c, d, tx, ty)
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{
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||||
|
@ -179,7 +179,7 @@ var MatrixStack = {
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|||
* @param {number} tx - [description]
|
||||
* @param {number} ty - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setTransform: function (a, b, c, d, tx, ty)
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{
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||||
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@ -204,7 +204,7 @@ var MatrixStack = {
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|||
* @param {number} x - [description]
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||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
translate: function (x, y)
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||||
{
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||||
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@ -231,7 +231,7 @@ var MatrixStack = {
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|||
* @param {number} x - [description]
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
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||||
*/
|
||||
scale: function (x, y)
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{
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||||
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@ -257,7 +257,7 @@ var MatrixStack = {
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|||
*
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||||
* @param {number} t - The angle of rotation, in radians.
|
||||
*
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||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
rotate: function (t)
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||||
{
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||||
|
|
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@ -116,7 +116,7 @@ var Origin = {
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|||
* @param {number} [x=0.5] - The horizontal origin value.
|
||||
* @param {number} [y=x] - The vertical origin value. If not defined it will be set to the value of `x`.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setOrigin: function (x, y)
|
||||
{
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||||
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@ -135,7 +135,7 @@ var Origin = {
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|||
* @method Phaser.GameObjects.Components.Origin#setOriginFromFrame
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setOriginFromFrame: function ()
|
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{
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||||
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@ -162,7 +162,7 @@ var Origin = {
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|||
* @param {number} [x=0] - The horizontal display origin value.
|
||||
* @param {number} [y=x] - The vertical display origin value. If not defined it will be set to the value of `x`.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setDisplayOrigin: function (x, y)
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{
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||||
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@ -182,7 +182,7 @@ var Origin = {
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|||
* @method Phaser.GameObjects.Components.Origin#updateDisplayOrigin
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||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
updateDisplayOrigin: function ()
|
||||
{
|
||||
|
|
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@ -51,7 +51,7 @@ var ScaleMode = {
|
|||
*
|
||||
* @param {Phaser.ScaleModes} value - The Scale Mode to be used by this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setScaleMode: function (value)
|
||||
{
|
||||
|
|
|
@ -69,7 +69,7 @@ var ScrollFactor = {
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|||
* @param {number} x - The horizontal scroll factor of this Game Object.
|
||||
* @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setScrollFactor: function (x, y)
|
||||
{
|
||||
|
|
|
@ -94,7 +94,7 @@ var Size = {
|
|||
*
|
||||
* @param {Phaser.Textures.Frame} frame - The frame to base the size of this Game Object on.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setSizeToFrame: function (frame)
|
||||
{
|
||||
|
@ -115,7 +115,7 @@ var Size = {
|
|||
* @param {number} width - The width of this Game Object.
|
||||
* @param {number} height - The height of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setSize: function (width, height)
|
||||
{
|
||||
|
@ -135,7 +135,7 @@ var Size = {
|
|||
* @param {number} width - The width of this Game Object.
|
||||
* @param {number} height - The height of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setDisplaySize: function (width, height)
|
||||
{
|
||||
|
|
|
@ -45,7 +45,7 @@ var Texture = {
|
|||
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
|
||||
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setTexture: function (key, frame)
|
||||
{
|
||||
|
@ -71,7 +71,7 @@ var Texture = {
|
|||
* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
|
||||
* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setFrame: function (frame, updateSize, updateOrigin)
|
||||
{
|
||||
|
|
|
@ -77,7 +77,7 @@ var Tint = {
|
|||
* @webglOnly
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
clearTint: function ()
|
||||
{
|
||||
|
@ -98,7 +98,7 @@ var Tint = {
|
|||
* @param {integer} [bottomLeft] - The tint being applied to the bottom-left of the Game Object.
|
||||
* @param {integer} [bottomRight] - The tint being applied to the bottom-right of the Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setTint: function (topLeft, topRight, bottomLeft, bottomRight)
|
||||
{
|
||||
|
|
|
@ -218,7 +218,7 @@ var Transform = {
|
|||
* @param {number} [z=0] - The z position of this Game Object.
|
||||
* @param {number} [w=0] - The w position of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setPosition: function (x, y, z, w)
|
||||
{
|
||||
|
@ -252,7 +252,7 @@ var Transform = {
|
|||
* @param {number} [width] - The width of the random area.
|
||||
* @param {number} [height] - The height of the random area.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setRandomPosition: function (x, y, width, height)
|
||||
{
|
||||
|
@ -275,7 +275,7 @@ var Transform = {
|
|||
*
|
||||
* @param {number} [radians=0] - The rotation of this Game Object, in radians.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setRotation: function (radians)
|
||||
{
|
||||
|
@ -294,7 +294,7 @@ var Transform = {
|
|||
*
|
||||
* @param {number} [degrees=0] - The rotation of this Game Object, in degrees.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setAngle: function (degrees)
|
||||
{
|
||||
|
@ -314,7 +314,7 @@ var Transform = {
|
|||
* @param {number} x - The horizontal scale of this Game Object.
|
||||
* @param {number} [y=x] - The vertical scale of this Game Object. If not set it will use the `x` value.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setScale: function (x, y)
|
||||
{
|
||||
|
@ -335,7 +335,7 @@ var Transform = {
|
|||
*
|
||||
* @param {number} [value=0] - The x position of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setX: function (value)
|
||||
{
|
||||
|
@ -354,7 +354,7 @@ var Transform = {
|
|||
*
|
||||
* @param {number} [value=0] - The y position of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setY: function (value)
|
||||
{
|
||||
|
@ -373,7 +373,7 @@ var Transform = {
|
|||
*
|
||||
* @param {number} [value=0] - The z position of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setZ: function (value)
|
||||
{
|
||||
|
@ -392,7 +392,7 @@ var Transform = {
|
|||
*
|
||||
* @param {number} [value=0] - The w position of this Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setW: function (value)
|
||||
{
|
||||
|
|
|
@ -243,7 +243,7 @@ var TransformMatrix = new Class({
|
|||
* @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
loadIdentity: function ()
|
||||
{
|
||||
|
@ -268,7 +268,7 @@ var TransformMatrix = new Class({
|
|||
* @param {number} x - [description]
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
translate: function (x, y)
|
||||
{
|
||||
|
@ -289,7 +289,7 @@ var TransformMatrix = new Class({
|
|||
* @param {number} x - [description]
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
scale: function (x, y)
|
||||
{
|
||||
|
@ -311,7 +311,7 @@ var TransformMatrix = new Class({
|
|||
*
|
||||
* @param {number} radian - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
rotate: function (radian)
|
||||
{
|
||||
|
@ -339,7 +339,7 @@ var TransformMatrix = new Class({
|
|||
*
|
||||
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
multiply: function (rhs)
|
||||
{
|
||||
|
@ -383,7 +383,7 @@ var TransformMatrix = new Class({
|
|||
* @param {number} tx - The Translate X value.
|
||||
* @param {number} ty - The Translate Y value.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
transform: function (a, b, c, d, tx, ty)
|
||||
{
|
||||
|
@ -443,7 +443,7 @@ var TransformMatrix = new Class({
|
|||
* @method Phaser.GameObjects.Components.TransformMatrix#invert
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
invert: function ()
|
||||
{
|
||||
|
@ -481,7 +481,7 @@ var TransformMatrix = new Class({
|
|||
* @param {number} tx - [description]
|
||||
* @param {number} ty - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
setTransform: function (a, b, c, d, tx, ty)
|
||||
{
|
||||
|
@ -552,7 +552,7 @@ var TransformMatrix = new Class({
|
|||
* @param {number} scaleX - [description]
|
||||
* @param {number} scaleY - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
|
||||
* @return {this} This TransformMatrix.
|
||||
*/
|
||||
applyITRS: function (x, y, rotation, scaleX, scaleY)
|
||||
{
|
||||
|
|
|
@ -70,7 +70,7 @@ var Visible = {
|
|||
*
|
||||
* @param {boolean} value - The visible state of the Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setVisible: function (value)
|
||||
{
|
||||
|
|
|
@ -260,7 +260,7 @@ var Group = new Class({
|
|||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of the new Game Object.
|
||||
* @param {boolean} [active=true] - The {@link Phaser.GameObjects.GameObject#active} state of the new Game Object.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} The new Game Object.
|
||||
* @return {any} The new Game Object (usually a Sprite, etc.).
|
||||
*/
|
||||
create: function (x, y, key, frame, visible, active)
|
||||
{
|
||||
|
@ -306,7 +306,7 @@ var Group = new Class({
|
|||
*
|
||||
* @param {GroupCreateConfig|GroupCreateConfig[]} config - Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject[]} The newly created Game Objects.
|
||||
* @return {any[]} The newly created Game Objects.
|
||||
*/
|
||||
createMultiple: function (config)
|
||||
{
|
||||
|
@ -345,7 +345,7 @@ var Group = new Class({
|
|||
*
|
||||
* @param {GroupCreateConfig} options - Creation settings.
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject[]} The newly created Game Objects.
|
||||
* @return {any[]} The newly created Game Objects.
|
||||
*/
|
||||
createFromConfig: function (options)
|
||||
{
|
||||
|
@ -719,7 +719,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
|
||||
* @return {?any} The first matching group member, or a newly created member, or null.
|
||||
*/
|
||||
getFirst: function (state, createIfNull, x, y, key, frame, visible)
|
||||
{
|
||||
|
@ -745,7 +745,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
|
||||
* @return {?any} The first matching group member, or a newly created member, or null.
|
||||
*/
|
||||
getFirstNth: function (nth, state, createIfNull, x, y, key, frame, visible)
|
||||
{
|
||||
|
@ -770,7 +770,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
|
||||
* @return {?any} The first matching group member, or a newly created member, or null.
|
||||
*/
|
||||
getLast: function (state, createIfNull, x, y, key, frame, visible)
|
||||
{
|
||||
|
@ -796,7 +796,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
|
||||
* @return {?any} The first matching group member, or a newly created member, or null.
|
||||
*/
|
||||
getLastNth: function (nth, state, createIfNull, x, y, key, frame, visible)
|
||||
{
|
||||
|
@ -824,7 +824,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
|
||||
* @return {?any} The first matching group member, or a newly created member, or null.
|
||||
*/
|
||||
getHandler: function (forwards, nth, state, createIfNull, x, y, key, frame, visible)
|
||||
{
|
||||
|
@ -923,7 +923,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {?Phaser.GameObjects.GameObject} The first inactive group member, or a newly created member, or null.
|
||||
* @return {?any} The first inactive group member, or a newly created member, or null.
|
||||
*/
|
||||
get: function (x, y, key, frame, visible)
|
||||
{
|
||||
|
@ -947,7 +947,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} The first active group member, or a newly created member, or null.
|
||||
* @return {any} The first active group member, or a newly created member, or null.
|
||||
*/
|
||||
getFirstAlive: function (createIfNull, x, y, key, frame, visible)
|
||||
{
|
||||
|
@ -972,7 +972,7 @@ var Group = new Class({
|
|||
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
|
||||
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} The first inactive group member, or a newly created member, or null.
|
||||
* @return {any} The first inactive group member, or a newly created member, or null.
|
||||
*/
|
||||
getFirstDead: function (createIfNull, x, y, key, frame, visible)
|
||||
{
|
||||
|
|
|
@ -83,6 +83,16 @@ var ArcadeSprite = new Class({
|
|||
function ArcadeSprite (scene, x, y, texture, frame)
|
||||
{
|
||||
Sprite.call(this, scene, x, y, texture, frame);
|
||||
|
||||
/**
|
||||
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
|
||||
*
|
||||
* @name Phaser.Physics.Arcade.Sprite#body
|
||||
* @type {?Phaser.Physics.Arcade.Body}
|
||||
* @default null
|
||||
* @since 3.0.0
|
||||
*/
|
||||
this.body = null;
|
||||
}
|
||||
|
||||
});
|
||||
|
|
|
@ -17,8 +17,8 @@ var Class = require('../../utils/Class');
|
|||
*
|
||||
* @param {Phaser.Physics.Arcade.World} world - [description]
|
||||
* @param {boolean} overlapOnly - [description]
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - The first object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - The second object to check for collision.
|
||||
* @param {ArcadePhysicsCallback} collideCallback - The callback to invoke when the two objects collide.
|
||||
* @param {ArcadePhysicsCallback} processCallback - The callback to invoke when the two objects collide. Must return a boolean.
|
||||
* @param {object} callbackContext - The scope in which to call the callbacks.
|
||||
|
|
|
@ -63,8 +63,8 @@ var Factory = new Class({
|
|||
* @method Phaser.Physics.Arcade.Factory#collider
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - The first object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - The second object to check for collision.
|
||||
* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide.
|
||||
* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean.
|
||||
* @param {*} [callbackContext] - The scope in which to call the callbacks.
|
||||
|
@ -82,8 +82,8 @@ var Factory = new Class({
|
|||
* @method Phaser.Physics.Arcade.Factory#overlap
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for overlap.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for overlap.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - The first object to check for overlap.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - The second object to check for overlap.
|
||||
* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide.
|
||||
* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean.
|
||||
* @param {*} [callbackContext] - The scope in which to call the callbacks.
|
||||
|
@ -220,7 +220,7 @@ var Factory = new Class({
|
|||
* @method Phaser.Physics.Arcade.Factory#staticGroup
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {array} [children] - [description]
|
||||
* @param {object|object[]} [children] - [description]
|
||||
* @param {GroupConfig} [config] - [description]
|
||||
*
|
||||
* @return {Phaser.Physics.Arcade.StaticGroup} The Static Group object that was created.
|
||||
|
@ -237,7 +237,7 @@ var Factory = new Class({
|
|||
* @method Phaser.Physics.Arcade.Factory#group
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {array} [children] - [description]
|
||||
* @param {object|object[]} [children] - [description]
|
||||
* @param {PhysicsGroupConfig} [config] - [description]
|
||||
*
|
||||
* @return {Phaser.Physics.Arcade.Group} The Group object that was created.
|
||||
|
|
|
@ -364,7 +364,7 @@ var World = new Class({
|
|||
* @method Phaser.Physics.Arcade.World#enable
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object - [description]
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object - [description]
|
||||
* @param {integer} [bodyType] - The type of Body to create. Either `DYNAMIC_BODY` or `STATIC_BODY`.
|
||||
*/
|
||||
enable: function (object, bodyType)
|
||||
|
@ -454,7 +454,7 @@ var World = new Class({
|
|||
* @method Phaser.Physics.Arcade.World#disable
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object - [description]
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object - [description]
|
||||
*/
|
||||
disable: function (object)
|
||||
{
|
||||
|
@ -664,8 +664,8 @@ var World = new Class({
|
|||
* @since 3.0.0
|
||||
* @see Phaser.Physics.Arcade.World#collide
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - The first object to check for collision.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - The second object to check for collision.
|
||||
* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects collide.
|
||||
* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects collide. Must return a boolean.
|
||||
* @param {*} [callbackContext] - The scope in which to call the callbacks.
|
||||
|
@ -691,8 +691,8 @@ var World = new Class({
|
|||
* @method Phaser.Physics.Arcade.World#addOverlap
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - The first object to check for overlap.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - The second object to check for overlap.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - The first object to check for overlap.
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - The second object to check for overlap.
|
||||
* @param {ArcadePhysicsCallback} [collideCallback] - The callback to invoke when the two objects overlap.
|
||||
* @param {ArcadePhysicsCallback} [processCallback] - The callback to invoke when the two objects overlap. Must return a boolean.
|
||||
* @param {*} [callbackContext] - The scope in which to call the callbacks.
|
||||
|
@ -1352,8 +1352,8 @@ var World = new Class({
|
|||
* @method Phaser.Physics.Arcade.World#overlap
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.GameObject} object1 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject} object2 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.Group} object1 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.Group} object2 - [description]
|
||||
* @param {ArcadePhysicsCallback} [overlapCallback] - [description]
|
||||
* @param {ArcadePhysicsCallback} [processCallback] - [description]
|
||||
* @param {*} [callbackContext] - [description]
|
||||
|
@ -1375,8 +1375,8 @@ var World = new Class({
|
|||
* @method Phaser.Physics.Arcade.World#collide
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.GameObject} object1 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject} object2 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.Group} object1 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.Group} object2 - [description]
|
||||
* @param {ArcadePhysicsCallback} [collideCallback] - [description]
|
||||
* @param {ArcadePhysicsCallback} [processCallback] - [description]
|
||||
* @param {*} [callbackContext] - [description]
|
||||
|
@ -1398,8 +1398,8 @@ var World = new Class({
|
|||
* @method Phaser.Physics.Arcade.World#collideObjects
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object1 - [description]
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} object2 - [description]
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object1 - [description]
|
||||
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]|Phaser.GameObjects.Group|Phaser.GameObjects.Group[])} object2 - [description]
|
||||
* @param {ArcadePhysicsCallback} collideCallback - [description]
|
||||
* @param {ArcadePhysicsCallback} processCallback - [description]
|
||||
* @param {*} callbackContext - [description]
|
||||
|
@ -1468,8 +1468,8 @@ var World = new Class({
|
|||
* @method Phaser.Physics.Arcade.World#collideHandler
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.GameObject} object1 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject} object2 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.Group} object1 - [description]
|
||||
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.Group} object2 - [description]
|
||||
* @param {ArcadePhysicsCallback} collideCallback - [description]
|
||||
* @param {ArcadePhysicsCallback} processCallback - [description]
|
||||
* @param {*} callbackContext - [description]
|
||||
|
|
|
@ -21,7 +21,7 @@ var Acceleration = {
|
|||
* @param {number} x - The horizontal acceleration
|
||||
* @param {number} [y=x] - The vertical acceleration
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setAcceleration: function (x, y)
|
||||
{
|
||||
|
@ -38,7 +38,7 @@ var Acceleration = {
|
|||
*
|
||||
* @param {number} value - The horizontal acceleration
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setAccelerationX: function (value)
|
||||
{
|
||||
|
@ -55,7 +55,7 @@ var Acceleration = {
|
|||
*
|
||||
* @param {number} value - The vertical acceleration
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setAccelerationY: function (value)
|
||||
{
|
||||
|
|
|
@ -20,7 +20,7 @@ var Angular = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setAngularVelocity: function (value)
|
||||
{
|
||||
|
@ -37,7 +37,7 @@ var Angular = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setAngularAcceleration: function (value)
|
||||
{
|
||||
|
@ -54,7 +54,7 @@ var Angular = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setAngularDrag: function (value)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ var Bounce = {
|
|||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setBounce: function (x, y)
|
||||
{
|
||||
|
@ -38,7 +38,7 @@ var Bounce = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setBounceX: function (value)
|
||||
{
|
||||
|
@ -55,7 +55,7 @@ var Bounce = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setBounceY: function (value)
|
||||
{
|
||||
|
@ -70,9 +70,9 @@ var Bounce = {
|
|||
* @method Phaser.Physics.Arcade.Components.Bounce#setCollideWorldBounds
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} value - [description]
|
||||
* @param {boolean} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setCollideWorldBounds: function (value)
|
||||
{
|
||||
|
|
|
@ -22,7 +22,7 @@ var Debug = {
|
|||
* @param {boolean} showVelocity - [description]
|
||||
* @param {number} bodyColor - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDebug: function (showBody, showVelocity, bodyColor)
|
||||
{
|
||||
|
@ -41,7 +41,7 @@ var Debug = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDebugBodyColor: function (value)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ var Drag = {
|
|||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDrag: function (x, y)
|
||||
{
|
||||
|
@ -38,7 +38,7 @@ var Drag = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDragX: function (value)
|
||||
{
|
||||
|
@ -55,7 +55,7 @@ var Drag = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setDragY: function (value)
|
||||
{
|
||||
|
|
|
@ -24,7 +24,7 @@ var Enable = {
|
|||
* @param {boolean} enableGameObject - [description]
|
||||
* @param {boolean} showGameObject - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
enableBody: function (reset, x, y, enableGameObject, showGameObject)
|
||||
{
|
||||
|
@ -57,7 +57,7 @@ var Enable = {
|
|||
* @param {boolean} [disableGameObject=false] - [description]
|
||||
* @param {boolean} [hideGameObject=false] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
disableBody: function (disableGameObject, hideGameObject)
|
||||
{
|
||||
|
@ -90,7 +90,7 @@ var Enable = {
|
|||
* @method Phaser.Physics.Arcade.Components.Enable#refreshBody
|
||||
* @since 3.1.0
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
refreshBody: function ()
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ var Friction = {
|
|||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setFriction: function (x, y)
|
||||
{
|
||||
|
@ -38,7 +38,7 @@ var Friction = {
|
|||
*
|
||||
* @param {number} x - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setFrictionX: function (x)
|
||||
{
|
||||
|
@ -55,7 +55,7 @@ var Friction = {
|
|||
*
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setFrictionY: function (y)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ var Gravity = {
|
|||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setGravity: function (x, y)
|
||||
{
|
||||
|
@ -38,7 +38,7 @@ var Gravity = {
|
|||
*
|
||||
* @param {number} x - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setGravityX: function (x)
|
||||
{
|
||||
|
@ -55,7 +55,7 @@ var Gravity = {
|
|||
*
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setGravityY: function (y)
|
||||
{
|
||||
|
|
|
@ -20,7 +20,7 @@ var Immovable = {
|
|||
*
|
||||
* @param {boolean} [value=true] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setImmovable: function (value)
|
||||
{
|
||||
|
|
|
@ -20,7 +20,7 @@ var Mass = {
|
|||
*
|
||||
* @param {number} value - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setMass: function (value)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ var Size = {
|
|||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setOffset: function (x, y)
|
||||
{
|
||||
|
@ -40,7 +40,7 @@ var Size = {
|
|||
* @param {number} height - [description]
|
||||
* @param {boolean} [center=true] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setSize: function (width, height, center)
|
||||
{
|
||||
|
@ -59,7 +59,7 @@ var Size = {
|
|||
* @param {number} [offsetX] - [description]
|
||||
* @param {number} [offsetY] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setCircle: function (radius, offsetX, offsetY)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ var Velocity = {
|
|||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setVelocity: function (x, y)
|
||||
{
|
||||
|
@ -38,7 +38,7 @@ var Velocity = {
|
|||
*
|
||||
* @param {number} x - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setVelocityX: function (x)
|
||||
{
|
||||
|
@ -55,7 +55,7 @@ var Velocity = {
|
|||
*
|
||||
* @param {number} y - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setVelocityY: function (y)
|
||||
{
|
||||
|
@ -73,7 +73,7 @@ var Velocity = {
|
|||
* @param {number} x - [description]
|
||||
* @param {number} [y=x] - [description]
|
||||
*
|
||||
* @return {Phaser.GameObjects.GameObject} This Game Object.
|
||||
* @return {this} This Game Object.
|
||||
*/
|
||||
setMaxVelocity: function (x, y)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue