From 0c8b5f447fa371c4b5f9c0988fe475a84ad9c5e5 Mon Sep 17 00:00:00 2001 From: vulvulune Date: Wed, 21 Jan 2015 12:05:35 +0100 Subject: [PATCH] Improve d.ts comments generation Add trimright in the comments, because there are a lot of comments with useless whitespaces. --- tasks/buildtsdoc.js | 2 +- typescript/phaser.comments.d.ts | 336 ++++++++++++++++---------------- typescript/pixi.comments.d.ts | 26 +-- 3 files changed, 182 insertions(+), 182 deletions(-) diff --git a/tasks/buildtsdoc.js b/tasks/buildtsdoc.js index 23a35ce67..9a01b9d2d 100644 --- a/tasks/buildtsdoc.js +++ b/tasks/buildtsdoc.js @@ -59,7 +59,7 @@ var TypeScriptDocGenerator = (function () { var startLinePosition = this.lineMap.getLineStartPosition(lc.line()); var comment = "\r\n" + this.repeatSpaces(nbSpaces) + "/**\r\n"; for (var j = 0; j < commentLines.length; j++) { - comment += this.repeatSpaces(nbSpaces) + "* " + commentLines[j] + "\r\n"; + comment += this.repeatSpaces(nbSpaces) + "* " + commentLines[j].trimRight() + "\r\n"; } comment += this.repeatSpaces(nbSpaces) + "*/\r\n"; this.tsDefFileContent = this.tsDefFileContent.substr(0, startLinePosition + this.nbCharsAdded) + comment + this.tsDefFileContent.substr(startLinePosition + this.nbCharsAdded); diff --git a/typescript/phaser.comments.d.ts b/typescript/phaser.comments.d.ts index e856050be..0aeec3711 100644 --- a/typescript/phaser.comments.d.ts +++ b/typescript/phaser.comments.d.ts @@ -769,7 +769,7 @@ declare module Phaser { /** * A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations. - * A single BitmapData can be used as the texture for one or many Images/Sprites. + * A single BitmapData can be used as the texture for one or many Images/Sprites. * So if you need to dynamically create a Sprite texture then they are a good choice. */ class BitmapData { @@ -777,7 +777,7 @@ declare module Phaser { /** * A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations. - * A single BitmapData can be used as the texture for one or many Images/Sprites. + * A single BitmapData can be used as the texture for one or many Images/Sprites. * So if you need to dynamically create a Sprite texture then they are a good choice. * * @param game A reference to the currently running game. @@ -3235,7 +3235,7 @@ declare module Phaser { /** * Converts a hex string into a Phaser Color object. * - * The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed. + * The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed. * * An alpha channel is _not_ supported. * @@ -3295,9 +3295,9 @@ declare module Phaser { * Converts a hue to an RGB color. * Based on code by Michael Jackson (https://github.com/mjijackson) * - * @param p - * @param q - * @param t + * @param p + * @param q + * @param t * @return The color component value. */ static hueToColor(p: number, q: number, t: number): number; @@ -8327,14 +8327,14 @@ declare module Phaser { /** * Warning: EXPERIMENTAL * - * @param x + * @param x */ globalToLocalX(x: number): number; /** * Warning: EXPERIMENTAL * - * @param y + * @param y */ globalToLocalY(y: number): number; @@ -8458,7 +8458,7 @@ declare module Phaser { * Checks if the given pointer is both down and over the Sprite this InputHandler belongs to. * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`. * - * @param pointer + * @param pointer * @param fastTest Force a simple hit area check even if `pixelPerfectOver` is true for this object? - Default: false * @return True if the pointer is down, otherwise false. */ @@ -8468,7 +8468,7 @@ declare module Phaser { * Checks if the given pointer is over the Sprite this InputHandler belongs to. * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`. * - * @param pointer + * @param pointer * @param fastTest Force a simple hit area check even if `pixelPerfectOver` is true for this object? - Default: false */ checkPointerOver(pointer: Phaser.Pointer, fastTest?: boolean): boolean; @@ -8491,7 +8491,7 @@ declare module Phaser { /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * - * @param pointer + * @param pointer * @return The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over. */ downDuration(pointer: Phaser.Pointer): number; @@ -8530,7 +8530,7 @@ declare module Phaser { /** * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) * - * @param pointer + * @param pointer * @param delay The time below which the pointer is considered as just out. */ justOut(pointer: number, delay: number): boolean; @@ -8538,7 +8538,7 @@ declare module Phaser { /** * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) * - * @param pointer + * @param pointer * @param delay The time below which the pointer is considered as just over. */ justOver(pointer: number, delay: number): boolean; @@ -8546,7 +8546,7 @@ declare module Phaser { /** * Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second) * - * @param pointer + * @param pointer * @param delay The time below which the pointer is considered as just over. */ justPressed(pointer: number, delay: number): boolean; @@ -8554,7 +8554,7 @@ declare module Phaser { /** * Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second) * - * @param pointer + * @param pointer * @param delay The time below which the pointer is considered as just out. */ justReleased(pointer: number, delay: number): boolean; @@ -8562,7 +8562,7 @@ declare module Phaser { /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * - * @param pointer + * @param pointer * @return The number of milliseconds the pointer has been over the Sprite, or -1 if not over. */ overDuration(pointer: Phaser.Pointer): number; @@ -8578,7 +8578,7 @@ declare module Phaser { /** * Is this sprite being dragged by the mouse or not? * - * @param pointer + * @param pointer * @return True if the pointer is dragging an object, otherwise false. */ pointerDragged(pointer: Phaser.Pointer): boolean; @@ -8609,21 +8609,21 @@ declare module Phaser { /** * A timestamp representing when the Pointer left the touchscreen. * - * @param pointer + * @param pointer */ pointerTimeOut(pointer: Phaser.Pointer): number; /** * A timestamp representing when the Pointer first touched the touchscreen. * - * @param pointer + * @param pointer */ pointerTimeOver(pointer: number): number; /** * A timestamp representing when the Pointer left the touchscreen. * - * @param pointer + * @param pointer */ pointerTimeUp(pointer: number): number; @@ -8678,7 +8678,7 @@ declare module Phaser { /** * Called by Pointer when drag starts on this Sprite. Should not usually be called directly. * - * @param pointer + * @param pointer */ startDrag(pointer: Phaser.Pointer): void; @@ -8690,21 +8690,21 @@ declare module Phaser { /** * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. * - * @param pointer + * @param pointer */ stopDrag(pointer: Phaser.Pointer): void; /** * Update. * - * @param pointer + * @param pointer */ update(pointer: Phaser.Pointer): void; /** * Updates the Pointer drag on this Sprite. * - * @param pointer + * @param pointer */ updateDrag(pointer: Phaser.Pointer): boolean; @@ -9130,21 +9130,21 @@ declare module Phaser { /** * Process the keydown event. * - * @param event + * @param event */ processKeyDown(event: KeyboardEvent): void; /** * Process the keypress event. * - * @param event + * @param event */ processKeyPress(event: KeyboardEvent): void; /** * Process the keyup event. * - * @param event + * @param event */ processKeyUp(event: KeyboardEvent): void; @@ -9158,7 +9158,7 @@ declare module Phaser { /** * Removes an existing key capture. * - * @param keycode + * @param keycode */ removeKeyCapture(keycode: number): void; @@ -9999,10 +9999,10 @@ declare module Phaser { /** * Find the angle of a segment from (x1, y1) -> (x2, y2). * - * @param x1 - * @param y1 - * @param x2 - * @param y2 + * @param x1 + * @param y1 + * @param x2 + * @param y2 * @return The angle, in radians. */ static angleBetween(x1: number, y1: number, x2: number, y2: number): number; @@ -10010,8 +10010,8 @@ declare module Phaser { /** * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y). * - * @param point1 - * @param point2 + * @param point1 + * @param point2 * @return The angle, in radians. */ static angleBetweenPoints(point1: Phaser.Point, point2: Phaser.Point): number; @@ -10021,10 +10021,10 @@ declare module Phaser { * Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels * down the screen. * - * @param x1 - * @param y1 - * @param x2 - * @param y2 + * @param x1 + * @param y1 + * @param x2 + * @param y2 * @return The angle, in radians. */ static angleBetweenY(x1: number, y1: number, x2: number, y2: number): number; @@ -10032,8 +10032,8 @@ declare module Phaser { /** * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y). * - * @param point1 - * @param point2 + * @param point1 + * @param point2 * @return The angle, in radians. */ static angleBetweenPointsY(point1: Phaser.Point, point2: Phaser.Point): number; @@ -10057,35 +10057,35 @@ declare module Phaser { /** * * - * @param n - * @param i + * @param n + * @param i */ static bernstein(n: number, i: number): number; /** * A Bezier Interpolation Method, mostly used by Phaser.Tween. * - * @param v - * @param k + * @param v + * @param k */ static bezierInterpolation(v: number[], k: number): number; /** * Calculates a callmum rom value. * - * @param p0 - * @param p1 - * @param p2 - * @param p3 - * @param t + * @param p0 + * @param p1 + * @param p2 + * @param p3 + * @param t */ static catmullRom(p0: number, p1: number, p2: number, p3: number, t: number): number; /** * A Catmull Rom Interpolation Method, mostly used by Phaser.Tween. * - * @param v - * @param k + * @param v + * @param k */ static catmullRomInterpolation(v: number[], k: number): number; @@ -10124,9 +10124,9 @@ declare module Phaser { /** * Force a value within the boundaries by clamping `x` to the range `[a, b]`. * - * @param x - * @param a - * @param b + * @param x + * @param a + * @param b */ static clamp(x: number, a: number, b: number): number; @@ -10134,8 +10134,8 @@ declare module Phaser { * Clamp `x` to the range `[a, Infinity)`. * Roughly the same as `Math.max(x, a)`, except for NaN handling. * - * @param x - * @param a + * @param x + * @param a */ static clampBottom(x: number, a: number): number; @@ -10150,18 +10150,18 @@ declare module Phaser { /** * The (absolute) difference between two values. * - * @param a - * @param b + * @param a + * @param b */ static difference(a: number, b: number): number; /** * Returns the euclidian distance between the two given set of coordinates. * - * @param x1 - * @param y1 - * @param x2 - * @param y2 + * @param x1 + * @param y1 + * @param x2 + * @param y2 * @return The distance between the two sets of coordinates. */ static distance(x1: number, y1: number, x2: number, y2: number): number; @@ -10169,10 +10169,10 @@ declare module Phaser { /** * Returns the distance between the two given set of coordinates at the power given. * - * @param x1 - * @param y1 - * @param x2 - * @param y2 + * @param x1 + * @param y1 + * @param x2 + * @param y2 * @param pow - Default: 2 * @return The distance between the two sets of coordinates. */ @@ -10181,10 +10181,10 @@ declare module Phaser { /** * Returns the rounded distance between the two given set of coordinates. * - * @param x1 - * @param y1 - * @param x2 - * @param y2 + * @param x1 + * @param y1 + * @param x2 + * @param y2 * @return The distance between this Point object and the destination Point object. */ static distanceRounded(x1: number, y1: number, x2: number, y2: number): number; @@ -10220,7 +10220,7 @@ declare module Phaser { /** * * - * @param val + * @param val * @param epsilon - Default: (small value) * @return ceiling(val-epsilon) */ @@ -10229,8 +10229,8 @@ declare module Phaser { /** * Two number are fuzzyEqual if their difference is less than epsilon. * - * @param a - * @param b + * @param a + * @param b * @param epsilon - Default: (small value) * @return True if |a-b|b+epsilon */ @@ -10268,8 +10268,8 @@ declare module Phaser { /** * `a` is fuzzyLessThan `b` if it is less than b + epsilon. * - * @param a - * @param b + * @param a + * @param b * @param epsilon - Default: (small value) * @return True if athis tutorial. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.maxForce Max force to be applied by the constraint * @param options.localAnchorA Body A's anchor point, defined in its own local frame. * @param options.localAnchorB Body B's anchor point, defined in its own local frame. * @param options.localAxisA An axis, defined in body A frame, that body B's anchor point may slide along. * @param options.disableRotationalLock If set to true, bodyB will be free to rotate around its anchor point. - * @param options.upperLimit - * @param options.lowerLimit + * @param options.upperLimit + * @param options.lowerLimit */ constructor(world: Phaser.Physics.P2, bodyA?: Phaser.Physics.P2.Body, bodyB?: Phaser.Physics.P2.Body, lockRotation?: boolean, anchorA?: number[], anchorB?: number[], axis?: number[], maxForce?: number); @@ -15250,15 +15250,15 @@ declare module Phaser { /** * A spring, connecting two bodies. The Spring explicitly adds force and angularForce to the bodies and does therefore not put load on the constraint solver. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.stiffness Spring constant (see Hookes Law). A number >= 0. - Default: 100 * @param options.damping A number >= 0. Default: 1 - Default: 1 * @param options.localAnchorA Where to hook the spring to body A, in local body coordinates. Defaults to the body center. - * @param options.localAnchorB + * @param options.localAnchorB * @param options.worldAnchorA Where to hook the spring to body A, in world coordinates. Overrides the option "localAnchorA" if given. - * @param options.worldAnchorB + * @param options.worldAnchorB */ constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, restLength?: number, stiffness?: number, damping?: number, worldA?: number[], worldB?: number[], localA?: number[], localB?: number[]); @@ -18467,7 +18467,7 @@ declare module Phaser { /** * Fades the volume of this Sound from its current value to the given volume over the duration specified. - * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, + * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, * and the final volume (volume) as the second parameter. * * @param duration The time in milliseconds during which the Sound should fade out. - Default: 1000 @@ -19286,7 +19286,7 @@ declare module Phaser { * * The calculations of these are heavily influenced by the bounding Parent size which is the computed * dimensions of the Display canvas's Parent container/element - the _effective CSS rules of the - * canvas's Parent element play an important role_ in the operation of the ScaleManager. + * canvas's Parent element play an important role_ in the operation of the ScaleManager. * * The Display canvas - or Game size, depending {@link Phaser.ScaleManager#scaleMode scaleMode} - is updated to best utilize the Parent size. * When in Fullscreen mode or with {@link Phaser.ScaleManager#parentIsWindow parentIsWindow} the Parent size is that of the visual viewport (see {@link Phaser.ScaleManager#getParentBounds getParentBounds}). @@ -19442,7 +19442,7 @@ declare module Phaser { forceLandscape: boolean; /** - * If true, the game should only run in a portrait + * If true, the game should only run in a portrait * Change with {@link Phaser.ScaleManager#forceOrientation forceOrientation}. * Default: false */ @@ -19625,7 +19625,7 @@ declare module Phaser { onOrientationChange: Phaser.Signal; /** - * This signal is dispatched when the size of the Display canvas changes _or_ the size of the Game changes. + * This signal is dispatched when the size of the Display canvas changes _or_ the size of the Game changes. * When invoked this is done _after_ the Canvas size/position have been updated. * * This signal is _only_ called when a change occurs and a reflow may be required. @@ -19893,7 +19893,7 @@ declare module Phaser { * This callback * - May be invoked even though the parent container or canvas sizes have not changed * - Unlike {@link Phaser.ScaleManager#onSizeChange onSizeChange}, it runs _before_ the canvas is guaranteed to be updated - * - Will be invoked from `preUpdate`, _even when_ the game is paused + * - Will be invoked from `preUpdate`, _even when_ the game is paused * * See {@link Phaser.ScaleManager#onSizeChange onSizeChange} for a better way of reacting to layout updates. * @@ -20019,9 +20019,9 @@ declare module Phaser { /** - * The bounds of the Visual viewport, as discussed in + * The bounds of the Visual viewport, as discussed in * {@link http://www.quirksmode.org/mobile/viewports.html A tale of two viewports — part one} - * with one difference: the viewport size _excludes_ scrollbars, as found on some desktop browsers. + * with one difference: the viewport size _excludes_ scrollbars, as found on some desktop browsers. * * Supported mobile: * iOS/Safari, Android 4, IE10, Firefox OS (maybe not Firefox Android), Opera Mobile 16 @@ -20031,7 +20031,7 @@ declare module Phaser { static visualBounds: Phaser.Rectangle; /** - * The bounds of the Layout viewport, as discussed in + * The bounds of the Layout viewport, as discussed in * {@link http://www.quirksmode.org/mobile/viewports2.html A tale of two viewports — part two}; * but honoring the constraints as specified applicable viewport meta-tag. * @@ -21206,7 +21206,7 @@ declare module Phaser { /** * Creates a Sprite for every object matching the given tile indexes in the map data. * You can specify the group that the Sprite will be created in. If none is given it will be created in the World. - * You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down special + * You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down special * tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted. * * @param tiles The tile index, or array of indexes, to create Sprites from. @@ -21545,7 +21545,7 @@ declare module Phaser { setLayer(layer: any): void; /** - * Turn off/on the recalculation of faces for tile or collision updates. + * Turn off/on the recalculation of faces for tile or collision updates. * `setPreventRecalculate(true)` puts recalculation on hold while `setPreventRecalculate(false)` recalculates all the changed layers. * * @param value If true it will put the recalculation on hold. @@ -22351,7 +22351,7 @@ declare module Phaser { * An increasing value representing cumulative milliseconds since an undisclosed epoch. * * While this value is in milliseconds and can be used to compute time deltas, - * it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference. + * it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference. * * The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now; * the value can only be relied upon within a particular game instance. @@ -22367,7 +22367,7 @@ declare module Phaser { /** * The physics update delta, in fractional seconds. - * + * * This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`) * to ensure consistent game timing. Game/logic timing can drift from real-world time if the system * is unable to consistently maintain the desired FPS. @@ -22664,7 +22664,7 @@ declare module Phaser { remove(event: Phaser.TimerEvent): boolean; /** - * Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running. + * Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running. * The onComplete callbacks won't be called. */ removeAll(): void; @@ -24110,9 +24110,9 @@ declare module p2 { /** * Axis aligned bounding box class. * - * @param options - * @param options.upperBound - * @param options.lowerBound + * @param options + * @param options.upperBound + * @param options.lowerBound */ constructor(options?: { upperBound?: number[]; @@ -24189,7 +24189,7 @@ declare module p2 { /** * Broadphase that uses axis-aligned bins. * - * @param options + * @param options * @param options.xmin Lower x bound of the grid * @param options.xmax Upper x bound * @param options.ymin Lower y bound @@ -24332,10 +24332,10 @@ declare module p2 { /** * Base constraint class. * - * @param bodyA - * @param bodyB - * @param type - * @param options + * @param bodyA + * @param bodyB + * @param type + * @param options * @param options.collideConnected - Default: true */ constructor(bodyA: Body, bodyB: Body, type: number, options?: { @@ -24530,16 +24530,16 @@ declare module p2 { /** * Constraint that only allows bodies to move along a line, relative to each other. See this tutorial. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.maxForce Max force to be applied by the constraint * @param options.localAnchorA Body A's anchor point, defined in its own local frame. * @param options.localAnchorB Body B's anchor point, defined in its own local frame. * @param options.localAxisA An axis, defined in body A frame, that body B's anchor point may slide along. * @param options.disableRotationalLock If set to true, bodyB will be free to rotate around its anchor point. - * @param options.upperLimit - * @param options.lowerLimit + * @param options.upperLimit + * @param options.lowerLimit */ constructor(bodyA: Body, bodyB: Body, type: number, options?: { collideConnected?: boolean; @@ -24616,9 +24616,9 @@ declare module p2 { /** * Connects two bodies at given offset points, letting them rotate relative to each other around this point. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.worldPivot A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value. * @param options.localPivotA The point relative to the center of mass of bodyA which bodyA is constrained to. * @param options.localPivotB See localPivotA. @@ -24688,9 +24688,9 @@ declare module p2 { /** * Locks the relative angle between two bodies. The constraint tries to keep the dot product between two vectors, local in each body, to zero. The local angle in body i is a parameter. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.angle Angle to add to the local vector in body A. * @param options.ratio Gear ratio */ @@ -24715,8 +24715,8 @@ declare module p2 { /** * Non-penetration constraint equation. Tries to make the contactPointA and contactPointB vectors coincide, while keeping the applied force repulsive. * - * @param bodyA - * @param bodyB + * @param bodyA + * @param bodyB */ constructor(bodyA: Body, bodyB: Body); @@ -24874,9 +24874,9 @@ declare module p2 { /** * Constrains the slipping in a contact along a tangent * - * @param bodyA - * @param bodyB - * @param slipForce + * @param bodyA + * @param bodyB + * @param slipForce */ constructor(bodyA: Body, bodyB: Body, slipForce: number); @@ -24927,9 +24927,9 @@ declare module p2 { /** * Locks the relative angle between two bodies. The constraint tries to keep the dot product between two vectors, local in each body, to zero. The local angle in body i is a parameter. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.angle Angle to add to the local vector in bodyA. */ constructor(bodyA: Body, bodyB: Body, options?: { @@ -24952,8 +24952,8 @@ declare module p2 { /** * Syncs rotational velocity of two bodies, or sets a relative velocity (motor). * - * @param bodyA - * @param bodyB + * @param bodyA + * @param bodyB */ constructor(bodyA: Body, bodyB: Body); @@ -25472,15 +25472,15 @@ declare module p2 { /** * A spring, connecting two bodies. The Spring explicitly adds force and angularForce to the bodies and does therefore not put load on the constraint solver. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.stiffness Spring constant (see Hookes Law). A number >= 0. - Default: 100 * @param options.damping A number >= 0. Default: 1 - Default: 1 * @param options.localAnchorA Where to hook the spring to body A, in local body coordinates. Defaults to the body center. - * @param options.localAnchorB + * @param options.localAnchorB * @param options.worldAnchorA Where to hook the spring to body A, in world coordinates. Overrides the option "localAnchorA" if given. - * @param options.worldAnchorB + * @param options.worldAnchorB */ constructor(bodyA: Body, bodyB: Body, options?: { @@ -25564,9 +25564,9 @@ declare module p2 { * * The spring can be combined with a {{#crossLink "RevoluteConstraint"}}{{/crossLink}} to make, for example, a mouse trap. * - * @param bodyA - * @param bodyB - * @param options + * @param bodyA + * @param bodyB + * @param options * @param options.restAngle The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies. * @param options.stiffness Spring constant (see Hookes Law). A number >= 0. - Default: 100 * @param options.damping A number >= 0. - Default: 1 @@ -25696,7 +25696,7 @@ declare module p2 { * Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a distance "elementWidth". * * @param data An array of Y values that will be used to construct the terrain. - * @param options + * @param options * @param options.minValue Minimum value of the data points in the data array. Will be computed automatically if not given. * @param options.maxValue Maximum value. * @param options.elementWidth World spacing between the data points in X direction. - Default: 0.1 @@ -25750,7 +25750,7 @@ declare module p2 { /** * Base class for shapes. * - * @param type + * @param type */ constructor(type: number); @@ -25924,7 +25924,7 @@ declare module p2 { /** * Iterative Gauss-Seidel constraint equation solver. * - * @param options + * @param options * @param options.iterations - Default: 10 * @param options.tolerance - Default: 0 */ @@ -26092,7 +26092,7 @@ declare module p2 { /** * Holds a body and keeps track of some additional properties needed for graph traversal. * - * @param body + * @param body */ constructor(body: Body); @@ -26202,7 +26202,7 @@ declare module p2 { /** * The dynamics world, where all bodies and constraints lives. * - * @param options + * @param options * @param options.solver Defaults to GSSolver. * @param options.gravity Defaults to [0,-9.78] * @param options.broadphase Defaults to NaiveBroadphase diff --git a/typescript/pixi.comments.d.ts b/typescript/pixi.comments.d.ts index acf1a75c0..74cd0a1ee 100644 --- a/typescript/pixi.comments.d.ts +++ b/typescript/pixi.comments.d.ts @@ -1002,8 +1002,8 @@ declare module PIXI { /** - * The ConvolutionFilter class applies a matrix convolution filter effect. - * A convolution combines pixels in the input image with neighboring pixels to produce a new image. + * The ConvolutionFilter class applies a matrix convolution filter effect. + * A convolution combines pixels in the input image with neighboring pixels to produce a new image. * A wide variety of image effects can be achieved through convolutions, including blurring, edge detection, sharpening, embossing, and beveling. * The matrix should be specified as a 9 point Array. See http://docs.gimp.org/en/plug-in-convmatrix.html for more info. */ @@ -1011,8 +1011,8 @@ declare module PIXI { /** - * The ConvolutionFilter class applies a matrix convolution filter effect. - * A convolution combines pixels in the input image with neighboring pixels to produce a new image. + * The ConvolutionFilter class applies a matrix convolution filter effect. + * A convolution combines pixels in the input image with neighboring pixels to produce a new image. * A wide variety of image effects can be achieved through convolutions, including blurring, edge detection, sharpening, embossing, and beveling. * The matrix should be specified as a 9 point Array. See http://docs.gimp.org/en/plug-in-convmatrix.html for more info. * @@ -2168,8 +2168,8 @@ declare module PIXI { /** - * The Matrix class is now an object, which makes it a lot faster, - * here is a representation of it : + * The Matrix class is now an object, which makes it a lot faster, + * here is a representation of it : * | a | b | tx| * | c | d | ty| * | 0 | 0 | 1 | @@ -2421,7 +2421,7 @@ declare module PIXI { /** - * The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used offset the x and the g property of the texture is used to offset the y. */ @@ -3150,7 +3150,7 @@ declare module PIXI { * The Sprite object is the base for all textured objects that are rendered to the screen * * @param texture The texture for this sprite - * + * * A sprite can be created directly from an image like this : * var sprite = new PIXI.Sprite.fromImage('assets/image.png'); * yourStage.addChild(sprite); @@ -3202,9 +3202,9 @@ declare module PIXI { /** - * The SpriteBatch class is a really fast version of the DisplayObjectContainer + * The SpriteBatch class is a really fast version of the DisplayObjectContainer * built solely for speed, so use when you need a lot of sprites or particles. - * And it's extremely easy to use : + * And it's extremely easy to use : * * var container = new PIXI.SpriteBatch(); * @@ -3221,9 +3221,9 @@ declare module PIXI { /** - * The SpriteBatch class is a really fast version of the DisplayObjectContainer + * The SpriteBatch class is a really fast version of the DisplayObjectContainer * built solely for speed, so use when you need a lot of sprites or particles. - * And it's extremely easy to use : + * And it's extremely easy to use : * * var container = new PIXI.SpriteBatch(); * @@ -3329,7 +3329,7 @@ declare module PIXI { * * @param backgroundColor the background color of the stage, you have to pass this in is in hex format * like: 0xFFFFFF for white - * + * * Creating a stage is a mandatory process when you use Pixi, which is as simple as this : * var stage = new PIXI.Stage(0xFFFFFF); * where the parameter given is the background colour of the stage, in hex