@@ -7,7 +7,7 @@ Kiwi.js is the world's easiest to use Open Source HTML5 game framework for makin
Our focus is blazingly fast WebGL rendering and complementary tools to make professional quality serious games. We use [CocoonJS](https://www.ludei.com/) for publishing games and App creation.
-Version: 1.2.2 "Williams"
+Version: 1.2.3 "Williams"
- Visit the [Official Website](http://www.kiwijs.org/documentation/getting-started/)
- Follow us on [Twitter](http://www.twitter.com/kiwijsengine)
Number tags refer to [GitHub issues](https://github.com/gamelab/kiwi.js/issues).
+###v1.2.3 "Williams"
+
+###Bug Fixes
+
+*`Clock.elapsed()` now resets to 0 after `start()` is called. (#177)
+*`Geom.Intersect.lineToLineSegment` and `lineSegmentToLineSegment` now work correctly. (#172)
+
+###Deprecations
+
+*`Entity.inputEnabled` wasn't used by anything, and is now officially deprecated.
+
+More details can be found on the [Kiwi.JS repo](https://github.com/gamelab/kiwi.js) under the [1.2.3 milestone](https://github.com/gamelab/kiwi.js/issues?q=milestone%3Av1.2.3)
- * The Clock class offers a way of tracking time within a game. When creating a new Clock you should NOT directly instantiate this class but instead use the addClock method on a ClockManager.
- * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks real world time in milliseconds elapsed since the application started. This happens automatically and there is no need to do anything to set this up.
- * - An instance of a clock is used to track time in arbitrary units (milliseconds by default)
- * - A clock can be started, paused, unpaused and stopped. Once stopped, re-starting the clock again will reset it. It can also have its time scale freely transformed.
- * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer class for timer details.
- * - If the clock is paused, any timers attached to the clock will take this into account and not continue to fire events until the clock is unpaused. (Note that this is not the same as pausing timers, which can be done manually and needs to be undone manually.)
+ * The Clock class offers a way of tracking time within a game.
+ * When creating a new Clock you should NOT directly instantiate this class
+ * but instead use the addClock method on a ClockManager.
+ * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks
+ * real world time in milliseconds elapsed since the application started.
+ * This happens automatically and there is no need to do anything to set
+ * this up.
+ * - An instance of a clock is used to track time in arbitrary units
+ * (milliseconds by default)
+ * - A clock can be started, paused, unpaused and stopped. Once stopped,
+ * re-starting the clock again will reset it. It can also have its time
+ * scale freely transformed.
+ * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer
+ * class for timer details.
+ * - If the clock is paused, any timers attached to the clock will take this
+ * into account and not continue to fire events until the clock is
+ * unpaused. (Note that this is not the same as pausing timers, which can
+ * be done manually and needs to be undone manually.)
* - Animations and TweenManagers can use any Clock.
*
* @class Clock
* @namespace Kiwi.Time
* @constructor
- * @param manager {ClockManager} The ClockManager that this clock belongs to.
- * @param master {Kiwi.Time.MasterClock} The MasterClock that it is getting the time in relation to.
- * @param name {String} The name of the clock.
- * @param [units=1000] {Number} The units that this clock is to operate in per second.
- * @return {Kiwi.Time.Clock} This Clock object.
+ * @param manager {ClockManager} ClockManager that this clock belongs to
+ * @param master {Kiwi.Time.MasterClock} MasterClock that this is getting
+ * the time in relation to
+ * @param name {String} Name of the clock
+ * @param [units=1000] {Number} Units that this clock is to operate in
* Checks to see if two Line Segments intersect at any point in space.
- * Note: Both lines are treated as if they only exist between their two line coordinates.
+ * Note: Both lines are treated as if they only exist between their two
+ * line coordinates.
*
* @method lineSegmentToLineSegment
* @param line1 {Kiwi.Geom.Line} The first line object to check.
* @param line2 {Kiwi.Geom.Line} The second line object to check.
- * @param [output]{Kiwi.Geom.IntersectResult} An optional IntersectResult object to store the intersection values in. One is created if none given.
- * @return {Kiwi.Geom.IntersectResult} An IntersectResult object containing the results of this intersection in x/y.
+ * @param [output]{Kiwi.Geom.IntersectResult} An optional
+ IntersectResult object to store the intersection values in.
+ One is created if none given.
+ * @return {Kiwi.Geom.IntersectResult} An IntersectResult object
+ containing the results of this intersection in x/y.
* @public
* @static
*/
@@ -27894,38 +27907,50 @@ var Kiwi;
})(Sound = Kiwi.Sound || (Kiwi.Sound = {}));
})(Kiwi || (Kiwi = {}));
/**
-*
* @module Kiwi
* @submodule Time
-*
*/
var Kiwi;
(function (Kiwi) {
var Time;
(function (Time) {
/**
- * The Clock class offers a way of tracking time within a game. When creating a new Clock you should NOT directly instantiate this class but instead use the addClock method on a ClockManager.
- * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks real world time in milliseconds elapsed since the application started. This happens automatically and there is no need to do anything to set this up.
- * - An instance of a clock is used to track time in arbitrary units (milliseconds by default)
- * - A clock can be started, paused, unpaused and stopped. Once stopped, re-starting the clock again will reset it. It can also have its time scale freely transformed.
- * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer class for timer details.
- * - If the clock is paused, any timers attached to the clock will take this into account and not continue to fire events until the clock is unpaused. (Note that this is not the same as pausing timers, which can be done manually and needs to be undone manually.)
+ * The Clock class offers a way of tracking time within a game.
+ * When creating a new Clock you should NOT directly instantiate this class
+ * but instead use the addClock method on a ClockManager.
+ * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks
+ * real world time in milliseconds elapsed since the application started.
+ * This happens automatically and there is no need to do anything to set
+ * this up.
+ * - An instance of a clock is used to track time in arbitrary units
+ * (milliseconds by default)
+ * - A clock can be started, paused, unpaused and stopped. Once stopped,
+ * re-starting the clock again will reset it. It can also have its time
+ * scale freely transformed.
+ * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer
+ * class for timer details.
+ * - If the clock is paused, any timers attached to the clock will take this
+ * into account and not continue to fire events until the clock is
+ * unpaused. (Note that this is not the same as pausing timers, which can
+ * be done manually and needs to be undone manually.)
* - Animations and TweenManagers can use any Clock.
*
* @class Clock
* @namespace Kiwi.Time
* @constructor
- * @param manager {ClockManager} The ClockManager that this clock belongs to.
- * @param master {Kiwi.Time.MasterClock} The MasterClock that it is getting the time in relation to.
- * @param name {String} The name of the clock.
- * @param [units=1000] {Number} The units that this clock is to operate in per second.
- * @return {Kiwi.Time.Clock} This Clock object.
+ * @param manager {ClockManager} ClockManager that this clock belongs to
+ * @param master {Kiwi.Time.MasterClock} MasterClock that this is getting
+ * the time in relation to
+ * @param name {String} Name of the clock
+ * @param [units=1000] {Number} Units that this clock is to operate in
+ * per second
+ * @return {Kiwi.Time.Clock} This Clock object
*/
var Clock = (function () {
function Clock(manager, master, name, units) {
if (units === void 0) { units = 1000; }
/**
- * The time the clock was first started relative to the master clock.
+ * Time the clock was first started relative to the master clock
* @property _timeFirstStarted
* @type Number
* @default null
@@ -27933,7 +27958,7 @@ var Kiwi;
*/
this._timeFirstStarted = null;
/**
- * The time the clock was most recently started relative to the master clock.
+ * Most recent time the clock was started relative to the master clock
* @property _timeLastStarted
* @type Number
* @default null
@@ -27942,7 +27967,7 @@ var Kiwi;
this._timeLastStarted = null;
/**
* Rate at which time passes on this clock.
- * 1 is normal speed. 0 is no speed. -1 is backwards.
+ * 1 is normal speed. 1.5 is faster. 0 is no speed. -1 is backwards.
* This mostly affects timers, animations and tweens.
* @property timeScale
* @type number
@@ -27983,7 +28008,8 @@ var Kiwi;
*/
this._maxFrameDuration = -1;
/**
- * The time the clock was most recently stopped relative to the master clock.
+ * Time the clock was most recently stopped relative to the
+ * master clock.
* @property _timeLastStopped
* @type Number
* @default null
@@ -27991,7 +28017,8 @@ var Kiwi;
*/
this._timeLastStopped = null;
/**
- * The time the clock was most receently paused relative to the master clock.
+ * Time the clock was most receently paused relative to the
+ * master clock.
* @property _timeLastPaused
* @private
* @type Number
@@ -28000,7 +28027,8 @@ var Kiwi;
*/
this._timeLastPaused = null;
/**
- * The time the clock was most recently unpaused relative to the master clock.
+ * Time the clock was most recently unpaused relative to the
+ * master clock.
* @property _timeLastUnpaused
* @private
* @type Number
@@ -28009,7 +28037,8 @@ var Kiwi;
*/
this._timeLastUnpaused = null;
/**
- * The total number of milliseconds the clock has been paused since it was last started.
+ * Total number of milliseconds the clock has been paused
+ * since it was last started
* @property _totalPaused
* @private
* @type Number
@@ -28018,7 +28047,7 @@ var Kiwi;
*/
this._totalPaused = 0;
/**
- * Whether the clock is in a running state.
+ * Whether the clock is in a running state
* @property _isRunning
* @type boolean
* @default false
@@ -28026,7 +28055,7 @@ var Kiwi;
*/
this._isRunning = false;
/**
- * Whether the clock is in a stopped state.
+ * Whether the clock is in a stopped state
* @property _isStopped
* @type boolean
* @default true
@@ -28034,7 +28063,7 @@ var Kiwi;
*/
this._isStopped = true;
/**
- * Whether the clock is in a paused state.
+ * Whether the clock is in a paused state
* @property _isPaused
* @type boolean
* @default false
@@ -28042,21 +28071,21 @@ var Kiwi;
*/
this._isPaused = false;
/**
- * An internal reference to the state of the elapsed timer
+ * Internal reference to the state of the elapsed timer
* @property _elapsedState
* @type Number
* @private
*/
this._elapsedState = Kiwi.Time.Clock._RUNNING;
/**
- * The time manager that this clock belongs to.
+ * Time manager that this clock belongs to
* @property manager
* @type ClockManager
* @public
*/
this.manager = null;
/**
- * The master clock.
+ * Master clock from which time is derived
* @property master
* @type Kiwi.Time.MasterClock
* @public
@@ -28070,7 +28099,7 @@ var Kiwi;
*/
this.name = null;
/**
- * The number of milliseconds counted as one unit of time by the clock.
+ * Number of milliseconds counted as one unit of time by the clock
- * The Clock class offers a way of tracking time within a game. When creating a new Clock you should NOT directly instantiate this class but instead use the addClock method on a ClockManager.
- * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks real world time in milliseconds elapsed since the application started. This happens automatically and there is no need to do anything to set this up.
- * - An instance of a clock is used to track time in arbitrary units (milliseconds by default)
- * - A clock can be started, paused, unpaused and stopped. Once stopped, re-starting the clock again will reset it. It can also have its time scale freely transformed.
- * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer class for timer details.
- * - If the clock is paused, any timers attached to the clock will take this into account and not continue to fire events until the clock is unpaused. (Note that this is not the same as pausing timers, which can be done manually and needs to be undone manually.)
+ * The Clock class offers a way of tracking time within a game.
+ * When creating a new Clock you should NOT directly instantiate this class
+ * but instead use the addClock method on a ClockManager.
+ * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks
+ * real world time in milliseconds elapsed since the application started.
+ * This happens automatically and there is no need to do anything to set
+ * this up.
+ * - An instance of a clock is used to track time in arbitrary units
+ * (milliseconds by default)
+ * - A clock can be started, paused, unpaused and stopped. Once stopped,
+ * re-starting the clock again will reset it. It can also have its time
+ * scale freely transformed.
+ * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer
+ * class for timer details.
+ * - If the clock is paused, any timers attached to the clock will take this
+ * into account and not continue to fire events until the clock is
+ * unpaused. (Note that this is not the same as pausing timers, which can
+ * be done manually and needs to be undone manually.)
* - Animations and TweenManagers can use any Clock.
*
* @class Clock
* @namespace Kiwi.Time
* @constructor
- * @param manager {ClockManager} The ClockManager that this clock belongs to.
- * @param master {Kiwi.Time.MasterClock} The MasterClock that it is getting the time in relation to.
- * @param name {String} The name of the clock.
- * @param [units=1000] {Number} The units that this clock is to operate in per second.
- * @return {Kiwi.Time.Clock} This Clock object.
+ * @param manager {ClockManager} ClockManager that this clock belongs to
+ * @param master {Kiwi.Time.MasterClock} MasterClock that this is getting
+ * the time in relation to
+ * @param name {String} Name of the clock
+ * @param [units=1000] {Number} Units that this clock is to operate in
+ * per second
+ * @return {Kiwi.Time.Clock} This Clock object
*/
exportclassClock {
@@ -44,7 +56,7 @@ module Kiwi.Time {
}
/**
- * The type of object that this is.
+ * The type of object that this is
* @method objType
* @return {String} "Clock"
* @public
@@ -54,7 +66,7 @@ module Kiwi.Time {
}
/**
- * A collection of Timer objects using this clock.
+ * Collection of Timer objects using this clock
* @property timers
* @type Timer[]
* @private
@@ -62,7 +74,7 @@ module Kiwi.Time {
privatetimers: Kiwi.Time.Timer[];
/**
- * The time the clock was first started relative to the master clock.
+ * Time the clock was first started relative to the master clock
* @property _timeFirstStarted
* @type Number
* @default null
@@ -71,9 +83,9 @@ module Kiwi.Time {
private_timeFirstStarted: number=null;
/**
- * The number of clock units elapsed since the clock was first started.
- * @method elapsedSinceFirstStarted.
- * @return {Number} number of clock units.
+ * Number of clock units elapsed since the clock was first started
+ * @method elapsedSinceFirstStarted
+ * @return {Number} Number of clock units elapsed
* @public
*/
publicelapsedSinceFirstStarted(): number {
@@ -83,7 +95,7 @@ module Kiwi.Time {
}
/**
- * The time the clock was most recently started relative to the master clock.
+ * Most recent time the clock was started relative to the master clock
* @property _timeLastStarted
* @type Number
* @default null
@@ -92,9 +104,9 @@ module Kiwi.Time {
private_timeLastStarted: number=null;
/**
- * Get the most recent time the clock was started relative to the master clock.
+ * Most recent time the clock was started relative to the master clock
* @method started
- * @return {Number} milliseconds.
+ * @return {Number} Milliseconds
* @public
*/
publicstarted(): number {
@@ -106,7 +118,7 @@ module Kiwi.Time {
/**
* Rate at which time passes on this clock.
- * 1 is normal speed. 0 is no speed. -1 is backwards.
+ * 1 is normal speed. 1.5 is faster. 0 is no speed. -1 is backwards.
* This mostly affects timers, animations and tweens.
* @property timeScale
* @type number
@@ -189,9 +201,10 @@ module Kiwi.Time {
/**
- * The number of clock units elapsed since the clock was most recently started (not including time spent paused)
+ * Number of clock units elapsed since the clock was most recently
+ * started (not including time spent paused)
* @method elapsed
- * @return {Number} number of clock units.
+ * @return {Number} Number of clock units
* @public
*/
publicelapsed(): number {
@@ -199,7 +212,8 @@ module Kiwi.Time {
}
/**
- * The time the clock was most recently stopped relative to the master clock.
+ * Time the clock was most recently stopped relative to the
+ * master clock.
* @property _timeLastStopped
* @type Number
* @default null
@@ -208,9 +222,10 @@ module Kiwi.Time {
private_timeLastStopped: number=null;
/**
- * The number of clock units elapsed since the clock was most recently stopped.
- * @method elapsedSinceLastStopped.
- * @return {Number} number of clock units.
+ * Number of clock units elapsed since the clock was most recently
+ * stopped.
+ * @method elapsedSinceLastStopped
+ * @return {Number} Number of clock units
* @public
*/
publicelapsedSinceLastStopped(): number {
@@ -220,7 +235,8 @@ module Kiwi.Time {
}
/**
- * The time the clock was most receently paused relative to the master clock.
+ * Time the clock was most receently paused relative to the
+ * master clock.
* @property _timeLastPaused
* @private
* @type Number
@@ -230,9 +246,9 @@ module Kiwi.Time {
private_timeLastPaused: number=null;
/**
- * The number of clock units elapsed since the clock was most recently paused.
- * @method elapsedSinceLastPaused.
- * @return {Number} number of clock units.
+ * Number of clock units elapsed since the clock was most recently paused.
+ * @method elapsedSinceLastPaused
+ * @return {Number} Number of clock units
* @public
*/
publicelapsedSinceLastPaused(): number {
@@ -242,7 +258,8 @@ module Kiwi.Time {
}
/**
- * The time the clock was most recently unpaused relative to the master clock.
+ * Time the clock was most recently unpaused relative to the
+ * master clock.
* @property _timeLastUnpaused
* @private
* @type Number
@@ -252,9 +269,10 @@ module Kiwi.Time {
private_timeLastUnpaused: number=null;
/**
- * The number of clock units elapsed since the clock was most recently unpaused.
- * @method elapsedSinceLastUnpaused.
- * @return {Number} number of clock units.
+ * Number of clock units elapsed since the clock was most recently
+ * unpaused.
+ * @method elapsedSinceLastUnpaused
+ * @return {Number} Number of clock units
* @public
*/
publicelapsedSinceLastUnpaused(): number {
@@ -264,7 +282,8 @@ module Kiwi.Time {
}
/**
- * The total number of milliseconds the clock has been paused since it was last started.
+ * Total number of milliseconds the clock has been paused
+ * since it was last started
* @property _totalPaused
* @private
* @type Number
@@ -274,7 +293,7 @@ module Kiwi.Time {
private_totalPaused: number=0;
/**
- * Whether the clock is in a running state.
+ * Whether the clock is in a running state
* @property _isRunning
* @type boolean
* @default false
@@ -283,9 +302,9 @@ module Kiwi.Time {
private_isRunning: boolean=false;
/**
- * Check if the clock is currently running.
+ * Check if the clock is currently running
* @method isRunning
- * @return {boolean} true if running.
+ * @return {boolean} `true` if running
* @public
*/
publicisRunning(): boolean {
@@ -295,7 +314,7 @@ module Kiwi.Time {
}
/**
- * Whether the clock is in a stopped state.
+ * Whether the clock is in a stopped state
* @property _isStopped
* @type boolean
* @default true
@@ -304,9 +323,9 @@ module Kiwi.Time {
private_isStopped: boolean=true;
/**
- * Check if the clock is in the stopped state.
+ * Check if the clock is in the stopped state
* @method isStopped
- * @return {boolean} true if stopped.
+ * @return {boolean} `true` if stopped
* @public
*/
publicisStopped(): boolean {
@@ -316,7 +335,7 @@ module Kiwi.Time {
}
/**
- * Whether the clock is in a paused state.
+ * Whether the clock is in a paused state
* @property _isPaused
* @type boolean
* @default false
@@ -325,9 +344,9 @@ module Kiwi.Time {
private_isPaused: boolean=false;
/**
- * Check if the clock is in the paused state.
+ * Check if the clock is in the paused state
* @method isPaused
- * @return {boolean} true if paused.
+ * @return {boolean} `true` if paused
* @public
*/
publicisPaused(): boolean {
@@ -337,7 +356,7 @@ module Kiwi.Time {
}
/**
- * An internal reference to the state of the elapsed timer
+ * Internal reference to the state of the elapsed timer
* Checks to see if two Line Segments intersect at any point in space.
- * Note: Both lines are treated as if they only exist between their two line coordinates.
+ * Note: Both lines are treated as if they only exist between their two
+ * line coordinates.
*
* @method lineSegmentToLineSegment
* @param line1 {Kiwi.Geom.Line} The first line object to check.
* @param line2 {Kiwi.Geom.Line} The second line object to check.
- * @param [output]{Kiwi.Geom.IntersectResult} An optional IntersectResult object to store the intersection values in. One is created if none given.
- * @return {Kiwi.Geom.IntersectResult} An IntersectResult object containing the results of this intersection in x/y.
+ * @param [output]{Kiwi.Geom.IntersectResult} An optional
+ IntersectResult object to store the intersection values in.
+ One is created if none given.
+ * @return {Kiwi.Geom.IntersectResult} An IntersectResult object
+ containing the results of this intersection in x/y.
* @public
* @static
*/
@@ -27894,38 +27907,50 @@ var Kiwi;
})(Sound = Kiwi.Sound || (Kiwi.Sound = {}));
})(Kiwi || (Kiwi = {}));
/**
-*
* @module Kiwi
* @submodule Time
-*
*/
var Kiwi;
(function (Kiwi) {
var Time;
(function (Time) {
/**
- * The Clock class offers a way of tracking time within a game. When creating a new Clock you should NOT directly instantiate this class but instead use the addClock method on a ClockManager.
- * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks real world time in milliseconds elapsed since the application started. This happens automatically and there is no need to do anything to set this up.
- * - An instance of a clock is used to track time in arbitrary units (milliseconds by default)
- * - A clock can be started, paused, unpaused and stopped. Once stopped, re-starting the clock again will reset it. It can also have its time scale freely transformed.
- * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer class for timer details.
- * - If the clock is paused, any timers attached to the clock will take this into account and not continue to fire events until the clock is unpaused. (Note that this is not the same as pausing timers, which can be done manually and needs to be undone manually.)
+ * The Clock class offers a way of tracking time within a game.
+ * When creating a new Clock you should NOT directly instantiate this class
+ * but instead use the addClock method on a ClockManager.
+ * - The MasterClock is a property of the Kiwi.Time.Manager class and tracks
+ * real world time in milliseconds elapsed since the application started.
+ * This happens automatically and there is no need to do anything to set
+ * this up.
+ * - An instance of a clock is used to track time in arbitrary units
+ * (milliseconds by default)
+ * - A clock can be started, paused, unpaused and stopped. Once stopped,
+ * re-starting the clock again will reset it. It can also have its time
+ * scale freely transformed.
+ * - Any number of timers can be attached to a clock. See the Kiwi.Time.Timer
+ * class for timer details.
+ * - If the clock is paused, any timers attached to the clock will take this
+ * into account and not continue to fire events until the clock is
+ * unpaused. (Note that this is not the same as pausing timers, which can
+ * be done manually and needs to be undone manually.)
* - Animations and TweenManagers can use any Clock.
*
* @class Clock
* @namespace Kiwi.Time
* @constructor
- * @param manager {ClockManager} The ClockManager that this clock belongs to.
- * @param master {Kiwi.Time.MasterClock} The MasterClock that it is getting the time in relation to.
- * @param name {String} The name of the clock.
- * @param [units=1000] {Number} The units that this clock is to operate in per second.
- * @return {Kiwi.Time.Clock} This Clock object.
+ * @param manager {ClockManager} ClockManager that this clock belongs to
+ * @param master {Kiwi.Time.MasterClock} MasterClock that this is getting
+ * the time in relation to
+ * @param name {String} Name of the clock
+ * @param [units=1000] {Number} Units that this clock is to operate in
+ * per second
+ * @return {Kiwi.Time.Clock} This Clock object
*/
var Clock = (function () {
function Clock(manager, master, name, units) {
if (units === void 0) { units = 1000; }
/**
- * The time the clock was first started relative to the master clock.
+ * Time the clock was first started relative to the master clock
* @property _timeFirstStarted
* @type Number
* @default null
@@ -27933,7 +27958,7 @@ var Kiwi;
*/
this._timeFirstStarted = null;
/**
- * The time the clock was most recently started relative to the master clock.
+ * Most recent time the clock was started relative to the master clock
* @property _timeLastStarted
* @type Number
* @default null
@@ -27942,7 +27967,7 @@ var Kiwi;
this._timeLastStarted = null;
/**
* Rate at which time passes on this clock.
- * 1 is normal speed. 0 is no speed. -1 is backwards.
+ * 1 is normal speed. 1.5 is faster. 0 is no speed. -1 is backwards.
* This mostly affects timers, animations and tweens.
* @property timeScale
* @type number
@@ -27983,7 +28008,8 @@ var Kiwi;
*/
this._maxFrameDuration = -1;
/**
- * The time the clock was most recently stopped relative to the master clock.
+ * Time the clock was most recently stopped relative to the
+ * master clock.
* @property _timeLastStopped
* @type Number
* @default null
@@ -27991,7 +28017,8 @@ var Kiwi;
*/
this._timeLastStopped = null;
/**
- * The time the clock was most receently paused relative to the master clock.
+ * Time the clock was most receently paused relative to the
+ * master clock.
* @property _timeLastPaused
* @private
* @type Number
@@ -28000,7 +28027,8 @@ var Kiwi;
*/
this._timeLastPaused = null;
/**
- * The time the clock was most recently unpaused relative to the master clock.
+ * Time the clock was most recently unpaused relative to the
+ * master clock.
* @property _timeLastUnpaused
* @private
* @type Number
@@ -28009,7 +28037,8 @@ var Kiwi;
*/
this._timeLastUnpaused = null;
/**
- * The total number of milliseconds the clock has been paused since it was last started.
+ * Total number of milliseconds the clock has been paused
+ * since it was last started
* @property _totalPaused
* @private
* @type Number
@@ -28018,7 +28047,7 @@ var Kiwi;
*/
this._totalPaused = 0;
/**
- * Whether the clock is in a running state.
+ * Whether the clock is in a running state
* @property _isRunning
* @type boolean
* @default false
@@ -28026,7 +28055,7 @@ var Kiwi;
*/
this._isRunning = false;
/**
- * Whether the clock is in a stopped state.
+ * Whether the clock is in a stopped state
* @property _isStopped
* @type boolean
* @default true
@@ -28034,7 +28063,7 @@ var Kiwi;
*/
this._isStopped = true;
/**
- * Whether the clock is in a paused state.
+ * Whether the clock is in a paused state
* @property _isPaused
* @type boolean
* @default false
@@ -28042,21 +28071,21 @@ var Kiwi;
*/
this._isPaused = false;
/**
- * An internal reference to the state of the elapsed timer
+ * Internal reference to the state of the elapsed timer
* @property _elapsedState
* @type Number
* @private
*/
this._elapsedState = Kiwi.Time.Clock._RUNNING;
/**
- * The time manager that this clock belongs to.
+ * Time manager that this clock belongs to
* @property manager
* @type ClockManager
* @public
*/
this.manager = null;
/**
- * The master clock.
+ * Master clock from which time is derived
* @property master
* @type Kiwi.Time.MasterClock
* @public
@@ -28070,7 +28099,7 @@ var Kiwi;
*/
this.name = null;
/**
- * The number of milliseconds counted as one unit of time by the clock.
+ * Number of milliseconds counted as one unit of time by the clock
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