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https://github.com/photonstorm/phaser
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jsdoc fixes
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9 changed files with 57 additions and 46 deletions
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@ -223,11 +223,10 @@ var Group = new Class({
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* @method Phaser.GameObjects.Group#create
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {number} [x=0] - The horizontal position of this Game Object in the world.
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* @param {number} [y=0] - The vertical position of this Game Object in the world.
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* @param {string} [key=defaultKey] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame=defaultFrame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of this Game Object.
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* @param {boolean} [active=true] - The {@link Phaser.GameObjects.GameObject#active} state of this Game Object.
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*
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@ -235,6 +234,8 @@ var Group = new Class({
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*/
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create: function (x, y, key, frame, visible, active)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (key === undefined) { key = this.defaultKey; }
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if (frame === undefined) { frame = this.defaultFrame; }
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if (visible === undefined) { visible = true; }
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@ -622,11 +623,11 @@ var Group = new Class({
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*
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* @param {boolean} [state=false] - [description]
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* @param {boolean} [createIfNull=false] - [description]
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* @param {number} [x] - The horizontal position of this Game Object in the world.
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* @param {number} [y] - The vertical position of this Game Object in the world.
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* @param {string} [texture] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible] - [description]
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* @param {number} [x=0] - The horizontal position of this Game Object in the world.
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* @param {number} [y=0] - The vertical position of this Game Object in the world.
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* @param {string} [key=defaultKey] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame=defaultFrame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of this Game Object.
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*
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* @return {?Phaser.GameObjects.GameObject} [description]
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*/
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@ -671,16 +672,19 @@ var Group = new Class({
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},
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/**
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* [description]
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* Scans the Group for the first child that has an `active` state set to `false` and returns it.
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*
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* If no child is found then it will create a new one using the arguments given to this method.
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* Unless a new child is being created the arguments are ignored.
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*
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* @method Phaser.GameObjects.Group#get
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} visible - [description]
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* @param {number} [x=0] - The horizontal position of this Game Object in the world.
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* @param {number} [y=0] - The vertical position of this Game Object in the world.
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* @param {string} [key=defaultKey] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame=defaultFrame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} [description]
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*/
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@ -690,17 +694,20 @@ var Group = new Class({
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},
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/**
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* [description]
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* Scans the Group for the first child that has an `active` state set to `true` and returns it.
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*
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* If no child is found, and `createIfNull` is `true`, then it will create a new one using the arguments given to this method.
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* Unless a new child is being created the arguments are ignored.
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*
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* @method Phaser.GameObjects.Group#getFirstAlive
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* @since 3.0.0
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*
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* @param {boolean} createIfNull - [description]
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} visible - [description]
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* @param {number} [x=0] - The horizontal position of this Game Object in the world.
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* @param {number} [y=0] - The vertical position of this Game Object in the world.
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* @param {string} [key=defaultKey] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame=defaultFrame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} [description]
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*/
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@ -710,17 +717,20 @@ var Group = new Class({
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},
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/**
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* [description]
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* Scans the Group for the first child that has an `active` state set to `false` and returns it.
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*
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* If no child is found, and `createIfNull` is `true`, then it will create a new one using the arguments given to this method.
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* Unless a new child is being created the arguments are ignored.
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*
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* @method Phaser.GameObjects.Group#getFirstDead
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* @since 3.0.0
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*
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* @param {boolean} createIfNull - [description]
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} visible - [description]
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* @param {number} [x=0] - The horizontal position of this Game Object in the world.
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* @param {number} [y=0] - The vertical position of this Game Object in the world.
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* @param {string} [key=defaultKey] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame=defaultFrame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} [description]
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*/
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@ -16,7 +16,7 @@ var Triangle = require('./Triangle');
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* @generic {Phaser.Geom.Triangle[]} O - [out,$return]
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*
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* @param {array} data - A flat array of vertice coordinates like [x0,y0, x1,y1, x2,y2, ...]
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* @param {array} [?holes] - An array of hole indices if any (e.g. [5, 8] for a 12-vertice input would mean one hole with vertices 5–7 and another with 8–11).
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* @param {array} [holes=null] - An array of hole indices if any (e.g. [5, 8] for a 12-vertice input would mean one hole with vertices 5–7 and another with 8–11).
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* @param {float} [scaleX=1] - [description]
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* @param {float} [scaleY=1] - [description]
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* @param {(array|Phaser.Geom.Triangle[])} [out] - [description]
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@ -405,13 +405,14 @@ var ArcadePhysics = new Class({
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*
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* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
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* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
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* @param {Phaser.Math.Vector2} vec2 - The Vector2 in which the x and y properties will be set to the calculated velocity.
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* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
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*
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* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
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*/
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velocityFromAngle: function (angle, speed, vec2)
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{
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if (speed === undefined) { speed = 60; }
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if (vec2 === undefined) { vec2 = new Vector2(); }
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return vec2.setToPolar(DegToRad(angle), speed);
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},
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@ -425,13 +426,14 @@ var ArcadePhysics = new Class({
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*
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* @param {number} rotation - The angle in radians.
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* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
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* @param {Phaser.Math.Vector2} vec2 - The Vector2 in which the x and y properties will be set to the calculated velocity.
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* @param {Phaser.Math.Vector2} [vec2] - The Vector2 in which the x and y properties will be set to the calculated velocity.
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*
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* @return {Phaser.Math.Vector2} The Vector2 that stores the velocity.
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*/
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velocityFromRotation: function (rotation, speed, vec2)
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{
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if (speed === undefined) { speed = 60; }
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if (vec2 === undefined) { vec2 = new Vector2(); }
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return vec2.setToPolar(rotation, speed);
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},
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@ -17,7 +17,7 @@ var DefaultDefs = require('./DefaultDefs');
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* @since 3.0.0
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*
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* @param {integer} [tilesize=32] - [description]
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* @param {array} data - [description]
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* @param {array} [data] - [description]
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*/
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var CollisionMap = new Class({
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@ -185,14 +185,14 @@ var Factory = new Class({
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* @since 3.0.0
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*
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* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {(string|integer)} frame - An optional frame from the Texture this Game Object is rendering with. Set to `null` to skip this value.
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* @param {number} x - The horizontal position of this composite in the world.
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* @param {number} y - The vertical position of this composite in the world.
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* @param {number} columns - The number of columns in the grid.
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* @param {number} rows - The number of rows in the grid.
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* @param {number} columnGap - The distance between each column.
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* @param {number} rowGap - The distance between each row.
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* @param {object} options - [description]
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* @param {number} [columnGap=0] - The distance between each column.
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* @param {number} [rowGap=0] - The distance between each row.
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* @param {object} [options] - [description]
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*
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* @return {Matter.Composite} A Matter JS Composite Stack.
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*/
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@ -527,8 +527,8 @@ var Factory = new Class({
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {object} options - [description]
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. Set to `null` to skip this value.
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* @param {object} [options={}] - [description]
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*
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* @return {Phaser.Physics.Matter.MatterImage} [description]
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*/
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@ -568,8 +568,8 @@ var Factory = new Class({
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} key - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {object} options - [description]
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. Set to `null` to skip this value.
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* @param {object} [options={}] - [description]
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*
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* @return {Phaser.Physics.Matter.MatterSprite} [description]
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*/
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@ -68,7 +68,6 @@ var MatterGameObject = function (world, gameObject, options)
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// First let's inject all of the components into the Game Object
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mixins.forEach(function (mixin)
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{
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for (var key in mixin)
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{
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if (hasGetterOrSetter(mixin[key]))
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@ -60,7 +60,7 @@ var Vector2 = require('../../math/Vector2');
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {object} options - [description]
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* @param {object} [options={}] - Matter.js configuration object.
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*/
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var MatterImage = new Class({
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@ -65,7 +65,7 @@ var Vector2 = require('../../math/Vector2');
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {object} options - [description]
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* @param {object} [options={}] - Matter.js configuration object.
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*/
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var MatterSprite = new Class({
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@ -102,7 +102,7 @@ var MatterSprite = new Class({
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Image#world
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* @name Phaser.Physics.Matter.Sprite#world
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* @type {Phaser.Physics.Matter.World}
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* @since 3.0.0
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*/
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@ -111,7 +111,7 @@ var MatterSprite = new Class({
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/**
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* [description]
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*
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* @name Phaser.Physics.Matter.Image#_tempVec2
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* @name Phaser.Physics.Matter.Sprite#_tempVec2
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.0.0
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@ -306,7 +306,7 @@ var MatterTileBody = new Class({
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/**
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* Removes the current body from the tile and the world.
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*
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* @method Phaser.Physics.Matter.TileBody#removeBody
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* @method Phaser.Physics.Matter.TileBody#destroy
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* @since 3.0.0
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*
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* @return {Phaser.Physics.Matter.TileBody} This TileBody object.
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