mirror of https://github.com/axmolengine/axmol.git
Merge pull request #11193 from CocosRobot/update_lua_bindings_1427435046
[AUTO]: updating luabinding automatically
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commit
3c3163d7dd
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@ -57,7 +57,7 @@
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-- @return Action#Action self (return value: cc.Action)
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--------------------------------
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-- Return certain target..<br>
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-- Return certain target.<br>
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-- return A certain target.
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-- @function [parent=#Action] getTarget
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-- @param self
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@ -65,7 +65,7 @@
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--------------------------------
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-- Sets the delay in seconds of the "delay unit".<br>
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-- param setDelayPerUnit The delay in seconds of the "delay unit".
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-- param delayPerUnit The delay in seconds of the "delay unit".
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-- @function [parent=#Animation] setDelayPerUnit
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-- @param self
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-- @param #float delayPerUnit
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@ -11,12 +11,13 @@
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--------------------------------
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-- Sets the current playback position of an audio instance.<br>
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-- param audioID An audioID returned by the play2d function.<br>
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-- param audioID An audioID returned by the play2d function.<br>
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-- param sec The offset in seconds from the start to seek to.<br>
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-- return
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-- @function [parent=#AudioEngine] setCurrentTime
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-- @param self
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-- @param #int audioID
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-- @param #float time
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-- @param #float sec
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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@ -22,7 +22,7 @@
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--------------------------------
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-- Initializes the action with a duration and an array of points.<br>
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-- param duration In seconds.<br>
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-- param point An PointArray.<br>
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-- param points An PointArray.<br>
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-- param tension Goodness of fit.
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-- @function [parent=#CardinalSplineTo] initWithDuration
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-- @param self
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@ -25,13 +25,14 @@
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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--
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-- Apply user defined uniforms.
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-- @function [parent=#GLProgramState] applyUniforms
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-- @param self
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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--
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-- Apply GLProgram, and built in uniforms.<br>
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-- param modelView The applied modelView matrix to shader.
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-- @function [parent=#GLProgramState] applyGLProgram
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-- @param self
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-- @param #mat4_table modelView
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@ -44,7 +45,8 @@
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-- @return long#long ret (return value: long)
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--------------------------------
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--
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-- Apply attributes.<br>
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-- param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not.
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-- @function [parent=#GLProgramState] applyAttributes
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-- @param self
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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@ -115,14 +117,8 @@
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-- @return unsigned int#unsigned int ret (return value: unsigned int)
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--------------------------------
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-- @{<br>
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-- Apply GLProgram, attributes and uniforms.<br>
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-- `apply` function will apply all the states, include GLProgram, attributes and uniforms.<br>
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-- `applyGLProgram` function will apply GLProgram and built in uniform.<br>
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-- `applyAttributes` will apply the vertex attributes.<br>
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-- `applyUniforms` will apply user defined uniforms.<br>
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-- param The applied modelView matrix to shader.<br>
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-- param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not.
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-- param modelView The applied modelView matrix to shader.
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-- @function [parent=#GLProgramState] apply
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-- @param self
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-- @param #mat4_table modelView
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@ -9,9 +9,9 @@
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-- param t Duration in seconds.<br>
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-- param radius The start radius.<br>
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-- param deltaRadius The delta radius.<br>
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-- param angelZ The start Angel in Z.<br>
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-- param angleZ The start Angel in Z.<br>
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-- param deltaAngleZ The delta angle in Z.<br>
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-- param angelX The start Angel in X.<br>
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-- param angleX The start Angel in X.<br>
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-- param deltaAngleX The delta angle in X.<br>
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-- return An OrbitCamera.
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-- @function [parent=#OrbitCamera] create
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@ -306,7 +306,7 @@
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--------------------------------
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-- brief Set the body mass.<br>
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-- attension If you need add/subtract mass to body, don't use setMass(getMass() +/- mass), because the mass of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMass() instead.
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-- attention If you need add/subtract mass to body, don't use setMass(getMass() +/- mass), because the mass of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMass() instead.
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-- @function [parent=#PhysicsBody] setMass
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-- @param self
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-- @param #float mass
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@ -6,7 +6,7 @@
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--------------------------------
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-- Get this box's width and height.<br>
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-- preturn An Size object.
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-- return An Size object.
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-- @function [parent=#PhysicsShapeBox] getSize
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-- @param self
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-- @return size_table#size_table ret (return value: size_table)
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@ -6,7 +6,7 @@
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--------------------------------
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-- Get this chain's points array count.<br>
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-- preturn An interger number.
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-- return An interger number.
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-- @function [parent=#PhysicsShapeEdgeChain] getPointsCount
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-- @param self
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-- @return int#int ret (return value: int)
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@ -6,7 +6,7 @@
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--------------------------------
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-- Get this polygon's points array count.<br>
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-- preturn An interger number.
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-- return An interger number.
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-- @function [parent=#PhysicsShapeEdgePolygon] getPointsCount
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-- @param self
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-- @return int#int ret (return value: int)
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@ -6,7 +6,7 @@
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--------------------------------
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-- Get this polygon's points array count.<br>
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-- preturn An interger number.
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-- return An interger number.
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-- @function [parent=#PhysicsShapePolygon] getPointsCount
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-- @param self
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-- @return int#int ret (return value: int)
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@ -18,7 +18,7 @@
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--------------------------------
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-- Clears the texture with a specified stencil value.<br>
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-- param A specified stencil value.
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-- param stencilValue A specified stencil value.
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-- @function [parent=#RenderTexture] clearStencil
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-- @param self
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-- @param #int stencilValue
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@ -54,7 +54,7 @@
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--------------------------------
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-- Sets the Sprite being used. <br>
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-- param A Sprite.
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-- param sprite A Sprite.
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-- @function [parent=#RenderTexture] setSprite
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-- @param self
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-- @param #cc.Sprite sprite
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@ -146,7 +146,7 @@
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--------------------------------
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-- Clears the texture with a specified depth value. <br>
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-- param A specified depth value.
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-- param depthValue A specified depth value.
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-- @function [parent=#RenderTexture] clearDepth
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-- @param self
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-- @param #float depthValue
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@ -46,7 +46,7 @@
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--------------------------------
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-- Set the group name. <br>
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-- param groupname A string,it is used to set the group name.
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-- param groupName A string,it is used to set the group name.
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-- @function [parent=#TMXObjectGroup] setGroupName
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-- @param self
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-- @param #string groupName
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