Merge pull request #569 from vlidholt/master
Adds API docs to sprite Node and Node3D
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1ca858b94b
@ -65,6 +65,9 @@ class Node {
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ActionController _actions;
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ActionController _actions;
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/// The [ActionController] associated with this node.
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///
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/// myNode.actions.run(myAction);
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ActionController get actions {
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ActionController get actions {
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if (_actions == null) {
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if (_actions == null) {
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_actions = new ActionController();
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_actions = new ActionController();
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@ -119,6 +122,9 @@ class Node {
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invalidateTransformMatrix();
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invalidateTransformMatrix();
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}
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}
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/// The skew along the x-axis of this node in degrees.
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///
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/// myNode.skewX = 45.0;
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double get skewX => _skewX;
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double get skewX => _skewX;
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void set skewX (double skewX) {
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void set skewX (double skewX) {
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@ -127,6 +133,9 @@ class Node {
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invalidateTransformMatrix();
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invalidateTransformMatrix();
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}
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}
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/// The skew along the y-axis of this node in degrees.
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///
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/// myNode.skewY = 45.0;
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double get skewY => _skewY;
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double get skewY => _skewY;
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void set skewY (double skewY) {
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void set skewY (double skewY) {
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@ -289,6 +298,9 @@ class Node {
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return _transformMatrix;
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return _transformMatrix;
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}
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}
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/// Computes the transformation matrix of this node. This method can be
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/// overriden if a custom matrix is required. There is usually no reason to
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/// call this method directly.
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Matrix4 computeTransformMatrix() {
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Matrix4 computeTransformMatrix() {
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double cx, sx, cy, sy;
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double cx, sx, cy, sy;
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@ -326,6 +338,9 @@ class Node {
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return matrix;
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return matrix;
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}
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}
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/// Invalidates the current transform matrix. If the [computeTransformMatrix]
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/// method is overidden, this method should be called whenever a property
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/// changes that affects the matrix.
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void invalidateTransformMatrix() {
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void invalidateTransformMatrix() {
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_transformMatrix = null;
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_transformMatrix = null;
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_invalidateToBoxTransformMatrix();
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_invalidateToBoxTransformMatrix();
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@ -1,9 +1,16 @@
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part of sprites;
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part of sprites;
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/// An node that transforms its children using a 3D perspective projection. This
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/// node type can be used to create 3D flips and other similar effects.
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///
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/// var myNode3D = new Node3D();
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/// myNode3D.rotationY = 45.0;
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/// myNode3D.addChild(new Sprite(myTexture));
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class Node3D extends Node {
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class Node3D extends Node {
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double _rotationX = 0.0;
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double _rotationX = 0.0;
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/// The node's rotation around the x axis in degrees.
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double get rotationX => _rotationX;
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double get rotationX => _rotationX;
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set rotationX(double rotationX) {
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set rotationX(double rotationX) {
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@ -13,6 +20,7 @@ class Node3D extends Node {
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double _rotationY = 0.0;
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double _rotationY = 0.0;
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/// The node's rotation around the y axis in degrees.
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double get rotationY => _rotationY;
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double get rotationY => _rotationY;
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set rotationY(double rotationY) {
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set rotationY(double rotationY) {
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@ -22,6 +30,7 @@ class Node3D extends Node {
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double _projectionDepth = 500.0;
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double _projectionDepth = 500.0;
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/// The projection depth. Default value is 500.0.
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double get projectionDepth => _projectionDepth;
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double get projectionDepth => _projectionDepth;
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set projectionDepth(double projectionDepth) {
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set projectionDepth(double projectionDepth) {
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