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* Start the given State. If a State is already running then State.shutDown will be called (if it exists) before switching to the new State.
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*
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* @method Phaser.StateManager#start
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* @param {string} key - The key of the state you want to start.
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* @param {boolean} [clearWorld] - clear everything in the world? (Default to true)
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* @param {boolean} [clearCache] - clear asset cache? (Default to false and ONLY available when clearWorld=true)
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* @param {boolean} [clearWorld=true] - Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly)
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* @param {boolean} [clearCache=false] - Clear the Game.Cache? This purges out all loaded assets. The default is false and you must have clearWorld=true if you want to clearCache as well.
Copy file name to clipboardExpand all lines: src/gameobjects/Graphics.js
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@@ -68,12 +68,3 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
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this.lineTo(poly.points[0].x,poly.points[0].y);
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}
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/**
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* Indicates the rotation of the Button in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the rotation property instead. Working in radians is also a little faster as it doesn't have to convert the angle.
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*
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* @name Phaser.Button#angle
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* @property {number} angle - The angle of this Button in degrees.
* A TileSprite is a Sprite whos texture is set to repeat and can be scrolled. As it scrolls the texture repeats (wraps) on the edges.
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* @class Phaser.Tilemap
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* @extends Phaser.Sprite
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* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
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* Please note that TileSprites have no input handler or physics bodies.
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*
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* @class Phaser.TileSprite
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {number} [x=0] - X position of the new tileSprite.
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* @param {number} [y=0] - Y position of the new tileSprite.
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* @param {number} [width=256] - the width of the tilesprite.
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* @param {number} [height=256] - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.TileSprite#angle
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* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
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