From cdc0755f195bf79b0b7519fce9b5f7f4b883d7be Mon Sep 17 00:00:00 2001 From: Viktor Lidholt Date: Tue, 11 Aug 2015 14:33:45 -0700 Subject: [PATCH] Adds API docs to sprite Node and Node3D --- examples/game/lib/node.dart | 15 +++++++++++++++ examples/game/lib/node3d.dart | 9 +++++++++ 2 files changed, 24 insertions(+) diff --git a/examples/game/lib/node.dart b/examples/game/lib/node.dart index 878b06ec7..b03e36aba 100644 --- a/examples/game/lib/node.dart +++ b/examples/game/lib/node.dart @@ -65,6 +65,9 @@ class Node { ActionController _actions; + /// The [ActionController] associated with this node. + /// + /// myNode.actions.run(myAction); ActionController get actions { if (_actions == null) { _actions = new ActionController(); @@ -119,6 +122,9 @@ class Node { invalidateTransformMatrix(); } + /// The skew along the x-axis of this node in degrees. + /// + /// myNode.skewX = 45.0; double get skewX => _skewX; void set skewX (double skewX) { @@ -127,6 +133,9 @@ class Node { invalidateTransformMatrix(); } + /// The skew along the y-axis of this node in degrees. + /// + /// myNode.skewY = 45.0; double get skewY => _skewY; void set skewY (double skewY) { @@ -289,6 +298,9 @@ class Node { return _transformMatrix; } + /// Computes the transformation matrix of this node. This method can be + /// overriden if a custom matrix is required. There is usually no reason to + /// call this method directly. Matrix4 computeTransformMatrix() { double cx, sx, cy, sy; @@ -326,6 +338,9 @@ class Node { return matrix; } + /// Invalidates the current transform matrix. If the [computeTransformMatrix] + /// method is overidden, this method should be called whenever a property + /// changes that affects the matrix. void invalidateTransformMatrix() { _transformMatrix = null; _invalidateToBoxTransformMatrix(); diff --git a/examples/game/lib/node3d.dart b/examples/game/lib/node3d.dart index 0f022c41d..7b27bfae5 100644 --- a/examples/game/lib/node3d.dart +++ b/examples/game/lib/node3d.dart @@ -1,9 +1,16 @@ part of sprites; +/// An node that transforms its children using a 3D perspective projection. This +/// node type can be used to create 3D flips and other similar effects. +/// +/// var myNode3D = new Node3D(); +/// myNode3D.rotationY = 45.0; +/// myNode3D.addChild(new Sprite(myTexture)); class Node3D extends Node { double _rotationX = 0.0; + /// The node's rotation around the x axis in degrees. double get rotationX => _rotationX; set rotationX(double rotationX) { @@ -13,6 +20,7 @@ class Node3D extends Node { double _rotationY = 0.0; + /// The node's rotation around the y axis in degrees. double get rotationY => _rotationY; set rotationY(double rotationY) { @@ -22,6 +30,7 @@ class Node3D extends Node { double _projectionDepth = 500.0; + /// The projection depth. Default value is 500.0. double get projectionDepth => _projectionDepth; set projectionDepth(double projectionDepth) { -- GitLab