@@ -9,51 +9,51 @@ var GameObjectFactory = require('../GameObjectFactory');
99
1010/**
1111 * DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game.
12- *
12+ *
1313 * In order for DOM Elements to display you have to enable them by adding the following to your game
1414 * configuration object:
15- *
15+ *
1616 * ```javascript
1717 * dom {
1818 * createContainer: true
1919 * }
2020 * ```
21- *
21+ *
2222 * When this is added, Phaser will automatically create a DOM Container div that is positioned over the top
2323 * of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of
2424 * settings within the Scale Manager, the dom container is resized accordingly.
25- *
25+ *
2626 * You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing
2727 * Element that you wish to be placed under the control of Phaser. For example:
28- *
28+ *
2929 * ```javascript
3030 * this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
3131 * ```
32- *
32+ *
3333 * The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in
3434 * the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case,
3535 * it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.
36- *
36+ *
3737 * You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control
3838 * alignment and positioning of the elements next to regular game content.
39- *
39+ *
4040 * Rather than specify the CSS and HTML directly you can use the `load.html` File Loader to load it into the
4141 * cache and then use the `createFromCache` method instead. You can also use `createFromHTML` and various other
4242 * methods available in this class to help construct your elements.
43- *
43+ *
4444 * Once the element has been created you can then control it like you would any other Game Object. You can set its
4545 * position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped
4646 * at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that
4747 * they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have
4848 * a DOM Element, then a Sprite, then another DOM Element behind it.
49- *
49+ *
5050 * They also cannot be enabled for input. To do that, you have to use the `addListener` method to add native event
5151 * listeners directly. The final limitation is to do with cameras. The DOM Container is sized to match the game canvas
5252 * entirely and clipped accordingly. DOM Elements respect camera scrolling and scrollFactor settings, but if you
5353 * change the size of the camera so it no longer matches the size of the canvas, they won't be clipped accordingly.
54- *
54+ *
5555 * Also, all DOM Elements are inserted into the same DOM Container, regardless of which Scene they are created in.
56- *
56+ *
5757 * DOM Elements are a powerful way to align native HTML with your Phaser Game Objects. For example, you can insert
5858 * a login form for a multiplayer game directly into your title screen. Or a text input box for a highscore table.
5959 * Or a banner ad from a 3rd party service. Or perhaps you'd like to use them for high resolution text display and
@@ -78,7 +78,6 @@ GameObjectFactory.register('dom', function (x, y, element, style, innerText)
7878 var gameObject = new DOMElement ( this . scene , x , y , element , style , innerText ) ;
7979
8080 this . displayList . add ( gameObject ) ;
81- this . updateList . add ( gameObject ) ;
8281
8382 return gameObject ;
8483} ) ;
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