JSDoc fixes

This commit is contained in:
Richard Davey 2020-11-20 16:37:53 +00:00
parent afbbf2aee0
commit 0b589564ea
4 changed files with 9 additions and 10 deletions

View file

@ -838,7 +838,7 @@ var PipelineManager = new Class({
/**
* Clears the given Render Target.
*
* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#clearFrame
* @method Phaser.Renderer.WebGL.PipelineManager#clearFrame
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.RenderTarget} target - The Render Target to clear.

View file

@ -660,8 +660,8 @@ var GraphicsPipeline = new Class({
/**
* Destroys all shader instances, removes all object references and nulls all external references.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#destroy
* @since 3.0.0
* @method Phaser.Renderer.WebGL.Pipelines.GraphicsPipeline#destroy
* @since 3.50.0
*
* @return {this} This WebGLPipeline instance.
*/

View file

@ -21,14 +21,13 @@ var CalculateFacesWithin = require('./CalculateFacesWithin');
* @param {integer} height - The height of the area to copy, in tiles, not pixels.
* @param {integer} destTileX - The x coordinate of the area to copy to, in tiles, not pixels.
* @param {integer} destTileY - The y coordinate of the area to copy to, in tiles, not pixels.
* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
* @param {boolean} recalculateFaces - `true` if the faces data should be recalculated.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*/
var Copy = function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer)
{
if (srcTileX < 0) { srcTileX = 0; }
if (srcTileY < 0) { srcTileY = 0; }
if (recalculateFaces === undefined) { recalculateFaces = true; }
var srcTiles = GetTilesWithin(srcTileX, srcTileY, width, height, null, layer);

View file

@ -19,15 +19,15 @@ var ReplaceByIndex = require('./ReplaceByIndex');
* @param {(number|number[])} indexes - The tile index, or array of indexes, to create Sprites from.
* @param {(number|number[])} replacements - The tile index, or array of indexes, to change a converted tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.
* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e. scene.make.sprite).
* @param {Phaser.Scene} [scene=scene the map is within] - The Scene to create the Sprites within.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when determining the world XY
* @param {Phaser.Scene} scene - The Scene to create the Sprites within.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use when determining the world XY
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
*/
var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, camera, layer)
{
if (spriteConfig === undefined) { spriteConfig = {}; }
if (!spriteConfig) { spriteConfig = {}; }
if (!Array.isArray(indexes))
{
@ -36,8 +36,8 @@ var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, came
var tilemapLayer = layer.tilemapLayer;
if (scene === undefined) { scene = tilemapLayer.scene; }
if (camera === undefined) { camera = scene.cameras.main; }
if (!scene) { scene = tilemapLayer.scene; }
if (!camera) { camera = scene.cameras.main; }
var tiles = GetTilesWithin(0, 0, layer.width, layer.height, null, layer);
var sprites = [];