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* Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.
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* @method Phaser.Circle#clone
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* @param {Phaser.Circle} output - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
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* @param {Phaser.Circle} [output] - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
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* @return {Phaser.Circle} The cloned Circle object.
* Returns a new Ellipse object with the same values for the x, y, width, and height properties as this Ellipse object.
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* @method Phaser.Ellipse#clone
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* @param {Phaser.Ellipse} output - Optional Ellipse object. If given the values will be set into the object, otherwise a brand new Ellipse object will be created and returned.
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* @param {Phaser.Ellipse} [output] - Optional Ellipse object. If given the values will be set into the object, otherwise a brand new Ellipse object will be created and returned.
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* @return {Phaser.Ellipse} The cloned Ellipse object.
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*/
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clone: function(output) {
@@ -10239,7 +10239,7 @@ Phaser.Line.prototype = {
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/**
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* Returns a new Line object with the same values for the start and end properties as this Line object.
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* @method Phaser.Line#clone
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* @param {Phaser.Line} output - Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned.
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* @param {Phaser.Line} [output] - Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned.
* @param {number} [x=0] - X position of the Button.
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* @param {number} [y=0] - Y position of the Button.
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* @param {string} [key] - The image key (in the Game.Cache) to use as the texture for this Button.
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* @param {function} [callback] - The function to call when this Button is pressed, receiving `this` (the Button), `pointer`, and `isOver` (see {@link Phaser.Events#onInputUp}.)
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* @param {function} [callback] - The function to call when this Button is pressed, receiving `this` (the Button), `pointer` (the Pointer causing the input), and `isOver` (whether the Pointer is still on the Button). See {@link Phaser.Events#onInputUp}.
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* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
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* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
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* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
@@ -33596,24 +33611,28 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
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/**
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* The Signal (or event) dispatched when this Button is in an Over state.
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* @property {Phaser.Signal} onInputOver
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* @see Phaser.Events#onInputOver
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*/
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this.onInputOver = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Out state.
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* @property {Phaser.Signal} onInputOut
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* @see Phaser.Events#onInputOut
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*/
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this.onInputOut = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Down state.
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* @property {Phaser.Signal} onInputDown
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* @see Phaser.Events#onInputDown
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*/
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this.onInputDown = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Up state.
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* @property {Phaser.Signal} onInputUp
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* @see Phaser.Events#onInputUp
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*/
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this.onInputUp = new Phaser.Signal();
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@@ -33995,6 +34014,7 @@ Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
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* @protected
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* @param {Phaser.Button} sprite - The Button that the event occurred on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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* @param {boolean} isOver - Is the Pointer still over the Game Object?
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*/
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Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
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@@ -34838,6 +34858,7 @@ Phaser.Device = function () {
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/**
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* @property {boolean} webAudio - Is the WebAudio API available?
* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension.
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* If you do not desire this action then provide a URL.
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*
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* An image with four sprites, `margin = 1`, and `spacing = 1` looks like this:
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*
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* ```
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* .......
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* . .
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* . # # .
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* . .
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* . # # .
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* . .
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* .......
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*
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* . margin
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* spacing
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* # sprite frame
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* ```
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*
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* The first sprite frame is found at (margin + spacing) px from the top-left of the image.
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*
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* @method Phaser.Loader#spritesheet
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* @param {string} key - Unique asset key of the sheet file.
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* @param {string} url - URL of the sprite sheet file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
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* @param {number} frameWidth - Width in pixels of a single frame in the sprite sheet.
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* @param {number} frameHeight - Height in pixels of a single frame in the sprite sheet.
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* @param {number} [frameMax=-1] - How many frames in this sprite sheet. If not specified it will divide the whole image into frames.
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* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
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* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
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* @param {number} [margin=0] - Width of any empty space at the image edges, in addition to any `spacing`.
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* @param {number} [spacing=0] - Width of any empty space between the frames, and between the frames and the `margin`. If there is space **only** between the frames, and nowhere else, use `margin` equal to `-spacing`.
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* @param {number} [skipFrames=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one image.
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