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[ts] Minor documentation changes.
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@ -29,13 +29,15 @@
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import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input, StringMap } from "./";
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import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input, StringMap } from "./";
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/** An app running inside a {@link SpineCanvas}. The app life cycle
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/** An app running inside a {@link SpineCanvas}. The app life-cycle
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* is as follows:
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* is as follows:
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*
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*
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* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas#assetManager}.
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* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas#assetManager}.
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* 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
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* 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
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* 3. `update()` is called periodically at screen refresh rate. The app can update its state.
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* 3. `update()` is called periodically at screen refresh rate. The app can update its state.
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* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas#renderer} or directly via the WebGL context in {@link SpineCanvas.gl}`
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* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas#renderer} or directly via the WebGL context in {@link SpineCanvas.gl}`
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*
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* The `error()` method is called in case the assets could not be loaded.
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*/
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*/
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export interface SpineCanvasApp {
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export interface SpineCanvasApp {
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loadAssets?(canvas: SpineCanvas): void;
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loadAssets?(canvas: SpineCanvas): void;
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