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Docs rebuilt for 2.0.5
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photonstorm committed May 20, 2014
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3 changes: 2 additions & 1 deletion docs/AABB.js.html
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Expand Down Expand Up @@ -1548,7 +1549,7 @@ <h1 class="page-title">Source: physics/ninja/AABB.js</h1>

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3 changes: 2 additions & 1 deletion docs/Animation.js.html
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Expand Down Expand Up @@ -1179,7 +1180,7 @@ <h1 class="page-title">Source: animation/Animation.js</h1>

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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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7 changes: 4 additions & 3 deletions docs/AnimationManager.js.html
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Expand Down Expand Up @@ -622,7 +623,7 @@ <h1 class="page-title">Source: animation/AnimationManager.js</h1>
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {

if (this._frameData == null)
if (this._frameData === null)
{
console.warn('No FrameData available for Phaser.Animation ' + name);
return;
Expand All @@ -647,7 +648,7 @@ <h1 class="page-title">Source: animation/AnimationManager.js</h1>
}

// Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null)
if (this.sprite.events.onAnimationStart === null)
{
this.sprite.events.onAnimationStart = new Phaser.Signal();
this.sprite.events.onAnimationComplete = new Phaser.Signal();
Expand Down Expand Up @@ -1020,7 +1021,7 @@ <h1 class="page-title">Source: animation/AnimationManager.js</h1>

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3 changes: 2 additions & 1 deletion docs/AnimationParser.js.html
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Expand Down Expand Up @@ -855,7 +856,7 @@ <h1 class="page-title">Source: animation/AnimationParser.js</h1>

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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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3 changes: 2 additions & 1 deletion docs/ArrayList.js.html
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Expand Down Expand Up @@ -729,7 +730,7 @@ <h1 class="page-title">Source: core/ArrayList.js</h1>

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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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85 changes: 65 additions & 20 deletions docs/BitmapData.js.html
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Expand Down Expand Up @@ -586,28 +587,37 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>
*/
this.imageData = this.context.getImageData(0, 0, width, height);

/**
* @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer.
*/
this.data = this.imageData.data;

/**
* @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer.
*/
this.pixels = null;

/**
* @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData.
*/
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.pixels = this.imageData.data;
}
}

/**
* @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer.
*/
this.data = this.imageData.data;

/**
* @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer.
*/
this.pixels = new Uint32Array(this.buffer);

/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
Expand Down Expand Up @@ -786,19 +796,26 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>
if (typeof height === 'undefined') { height = this.height; }

this.imageData = this.context.getImageData(x, y, width, height);
this.data = this.imageData.data;

if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.pixels = this.imageData.data;
}
}

this.data = this.imageData.data;
this.pixels = new Uint32Array(this.buffer);

},

/**
Expand Down Expand Up @@ -840,7 +857,7 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>

result = callback.call(callbackContext, pixel, tx, ty);

if (result !== false && result !== null)
if (result !== false && result !== null && result !== undefined)
{
this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false);
dirty = true;
Expand Down Expand Up @@ -1128,6 +1145,8 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>

/**
* Get the color of a specific pixel in the context into a color object.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
*
* @method Phaser.BitmapData#getPixel
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
Expand Down Expand Up @@ -1160,6 +1179,8 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>

/**
* Get the color of a specific pixel including its alpha value.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
* Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.
*
* @method Phaser.BitmapData#getPixel32
Expand All @@ -1178,6 +1199,8 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>

/**
* Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
*
* @method Phaser.BitmapData#getPixelRGB
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
Expand Down Expand Up @@ -1353,13 +1376,35 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>

},

/**
* Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size.
*
* @method Phaser.BitmapData#rect
* @param {number} x - The x coordinate of the top-left of the Rectangle.
* @param {number} y - The y coordinate of the top-left of the Rectangle.
* @param {number} width - The width of the Rectangle.
* @param {number} height - The height of the Rectangle.
* @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn.
*/
rect: function (x, y, width, height, fillStyle) {

if (typeof fillStyle !== 'undefined')
{
this.context.fillStyle = fillStyle;
}

this.context.fillRect(x, y, width, height);
this.context.fill();

},

/**
* Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
*
* @method Phaser.BitmapData#circle
* @param {number} x - The x coordinate to draw the Circle at.
* @param {number} y - The y coordinate to draw the Circle at.
* @param {number} radius - The radius of the Circle.
* @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle.
* @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle.
* @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter.
* @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn.
*/
circle: function (x, y, radius, fillStyle) {
Expand Down Expand Up @@ -1421,7 +1466,7 @@ <h1 class="page-title">Source: gameobjects/BitmapData.js</h1>

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3 changes: 2 additions & 1 deletion docs/BitmapText.js.html
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Expand Down Expand Up @@ -1025,7 +1026,7 @@ <h1 class="page-title">Source: gameobjects/BitmapText.js</h1>

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3 changes: 2 additions & 1 deletion docs/Body.js.html
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Expand Down Expand Up @@ -1349,7 +1350,7 @@ <h1 class="page-title">Source: physics/arcade/Body.js</h1>

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3 changes: 2 additions & 1 deletion docs/Body.js_.html
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Expand Down Expand Up @@ -1088,7 +1089,7 @@ <h1 class="page-title">Source: physics/ninja/Body.js</h1>

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6 changes: 4 additions & 2 deletions docs/Body.js__.html
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Expand Down Expand Up @@ -946,7 +947,7 @@ <h1 class="page-title">Source: physics/p2/Body.js</h1>
*/
applyForce: function (force, worldX, worldY) {

this.data.applyForce(force, [this.world.pxm(worldX), this.world.pxm(worldY)]);
this.data.applyForce(force, [this.world.pxmi(worldX), this.world.pxmi(worldY)]);

},

Expand Down Expand Up @@ -2269,6 +2270,7 @@ <h1 class="page-title">Source: physics/p2/Body.js</h1>
/**
* A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.
* Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.
*
* @name Phaser.Physics.P2.Body#collideWorldBounds
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
*/
Expand Down Expand Up @@ -2317,7 +2319,7 @@ <h1 class="page-title">Source: physics/p2/Body.js</h1>

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3 changes: 2 additions & 1 deletion docs/BodyDebug.js.html
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Expand Down Expand Up @@ -967,7 +968,7 @@ <h1 class="page-title">Source: physics/p2/BodyDebug.js</h1>

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