From 1eccff1e3be3572d1f615012659de3bc4f91396a Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Fri, 18 Jan 2019 15:20:56 +0000 Subject: [PATCH] Fixed jsdoc links and markdown bullet lists --- src/dom/ScaleManager.js | 10 ---------- src/input/events/DRAG_END_EVENT.js | 2 +- src/input/events/DRAG_ENTER_EVENT.js | 2 +- src/input/events/DRAG_EVENT.js | 2 +- src/input/events/DRAG_LEAVE_EVENT.js | 2 +- src/input/events/DRAG_OVER_EVENT.js | 2 +- src/input/events/DRAG_START_EVENT.js | 2 +- src/input/events/DROP_EVENT.js | 2 +- src/input/events/GAMEOBJECT_DOWN_EVENT.js | 10 +++++----- src/input/events/GAMEOBJECT_DRAG_END_EVENT.js | 2 +- src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js | 2 +- src/input/events/GAMEOBJECT_DRAG_EVENT.js | 2 +- src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js | 2 +- src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js | 2 +- src/input/events/GAMEOBJECT_DRAG_START_EVENT.js | 2 +- src/input/events/GAMEOBJECT_DROP_EVENT.js | 2 +- src/input/events/GAMEOBJECT_MOVE_EVENT.js | 10 +++++----- src/input/events/GAMEOBJECT_OUT_EVENT.js | 10 +++++----- src/input/events/GAMEOBJECT_OVER_EVENT.js | 10 +++++----- src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js | 8 ++++---- src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js | 8 ++++---- src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js | 8 ++++---- src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js | 8 ++++---- src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js | 8 ++++---- src/input/events/GAMEOBJECT_UP_EVENT.js | 10 +++++----- src/input/events/POINTER_DOWN_EVENT.js | 6 +++--- src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js | 6 +++--- src/input/events/POINTER_MOVE_EVENT.js | 6 +++--- src/input/events/POINTER_OUT_EVENT.js | 6 +++--- src/input/events/POINTER_OVER_EVENT.js | 6 +++--- src/input/events/POINTER_UP_EVENT.js | 6 +++--- src/input/events/POINTER_UP_OUTSIDE_EVENT.js | 6 +++--- src/input/gamepad/events/BUTTON_DOWN_EVENT.js | 2 +- src/input/gamepad/events/BUTTON_UP_EVENT.js | 2 +- .../gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js | 2 +- src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js | 2 +- src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js | 6 +++--- src/input/keyboard/events/ANY_KEY_UP_EVENT.js | 4 ++-- src/input/keyboard/events/COMBO_MATCH_EVENT.js | 2 +- src/input/keyboard/events/DOWN_EVENT.js | 4 ++-- src/input/keyboard/events/KEY_DOWN_EVENT.js | 8 ++++---- src/input/keyboard/events/KEY_UP_EVENT.js | 6 +++--- src/input/keyboard/events/UP_EVENT.js | 4 ++-- src/loader/events/ADD_EVENT.js | 2 +- src/loader/events/FILE_COMPLETE_EVENT.js | 4 ++-- src/loader/events/FILE_KEY_COMPLETE_EVENT.js | 4 ++-- src/physics/arcade/events/COLLIDE_EVENT.js | 2 +- src/physics/arcade/events/OVERLAP_EVENT.js | 2 +- src/physics/arcade/events/TILE_COLLIDE_EVENT.js | 2 +- src/physics/arcade/events/TILE_OVERLAP_EVENT.js | 2 +- src/physics/arcade/events/WORLD_BOUNDS_EVENT.js | 2 +- src/plugins/PluginManager.js | 10 +++++----- src/renderer/canvas/utils/SetTransform.js | 12 ++++++------ src/scene/events/POST_UPDATE_EVENT.js | 10 +++++----- src/scene/events/PRE_UPDATE_EVENT.js | 10 +++++----- src/scene/events/RENDER_EVENT.js | 10 +++++----- src/scene/events/SHUTDOWN_EVENT.js | 2 +- src/scene/events/TRANSITION_COMPLETE_EVENT.js | 10 +++++----- src/scene/events/TRANSITION_INIT_EVENT.js | 10 +++++----- src/scene/events/TRANSITION_OUT_EVENT.js | 10 +++++----- src/scene/events/TRANSITION_START_EVENT.js | 12 ++++++------ src/scene/events/TRANSITION_WAKE_EVENT.js | 12 ++++++------ src/scene/events/UPDATE_EVENT.js | 10 +++++----- src/sound/events/LOOPED_EVENT.js | 2 +- src/sound/events/LOOP_EVENT.js | 2 +- src/structs/Size.js | 10 +++++----- src/textures/events/LOAD_EVENT.js | 2 +- src/tilemaps/dynamiclayer/DynamicTilemapLayer.js | 6 +++--- src/tilemaps/staticlayer/StaticTilemapLayer.js | 6 +++--- 69 files changed, 184 insertions(+), 194 deletions(-) diff --git a/src/dom/ScaleManager.js b/src/dom/ScaleManager.js index d27f2e617..0c3e02f50 100644 --- a/src/dom/ScaleManager.js +++ b/src/dom/ScaleManager.js @@ -348,16 +348,6 @@ var ScaleManager = new Class({ return this; }, - /** - * Game Resize event. - * - * Listen for it using the event type `resize`. - * - * @event Phaser.Game#resizeEvent - * @param {number} width - The new width of the Game. - * @param {number} height - The new height of the Game. - */ - refresh: function () { this.updateScale(); diff --git a/src/input/events/DRAG_END_EVENT.js b/src/input/events/DRAG_END_EVENT.js index 0be3626bf..9e64ab94c 100644 --- a/src/input/events/DRAG_END_EVENT.js +++ b/src/input/events/DRAG_END_EVENT.js @@ -11,7 +11,7 @@ * * Listen to this event from within a Scene using: `this.input.on('dragend', listener)`. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_END event]{Phaser.Input.Events#GAMEOBJECT_DRAG_END} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_END]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_END} event instead. * * @event Phaser.Input.Events#DRAG_END * diff --git a/src/input/events/DRAG_ENTER_EVENT.js b/src/input/events/DRAG_ENTER_EVENT.js index 8633906f8..b8e3fef78 100644 --- a/src/input/events/DRAG_ENTER_EVENT.js +++ b/src/input/events/DRAG_ENTER_EVENT.js @@ -13,7 +13,7 @@ * * A Pointer can only drag a single Game Object at once. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_ENTER event]{Phaser.Input.Events#GAMEOBJECT_DRAG_ENTER} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_ENTER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_ENTER} event instead. * * @event Phaser.Input.Events#DRAG_ENTER * diff --git a/src/input/events/DRAG_EVENT.js b/src/input/events/DRAG_EVENT.js index 99ad7d533..09fab3b2f 100644 --- a/src/input/events/DRAG_EVENT.js +++ b/src/input/events/DRAG_EVENT.js @@ -13,7 +13,7 @@ * * A Pointer can only drag a single Game Object at once. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG event]{Phaser.Input.Events#GAMEOBJECT_DRAG} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG} event instead. * * @event Phaser.Input.Events#DRAG * diff --git a/src/input/events/DRAG_LEAVE_EVENT.js b/src/input/events/DRAG_LEAVE_EVENT.js index 2020a107b..d004cd725 100644 --- a/src/input/events/DRAG_LEAVE_EVENT.js +++ b/src/input/events/DRAG_LEAVE_EVENT.js @@ -13,7 +13,7 @@ * * A Pointer can only drag a single Game Object at once. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_LEAVE event]{Phaser.Input.Events#GAMEOBJECT_DRAG_LEAVE} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_LEAVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_LEAVE} event instead. * * @event Phaser.Input.Events#DRAG_LEAVE * diff --git a/src/input/events/DRAG_OVER_EVENT.js b/src/input/events/DRAG_OVER_EVENT.js index 6958330dd..68e8816e1 100644 --- a/src/input/events/DRAG_OVER_EVENT.js +++ b/src/input/events/DRAG_OVER_EVENT.js @@ -16,7 +16,7 @@ * * A Pointer can only drag a single Game Object at once. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_OVER event]{Phaser.Input.Events#GAMEOBJECT_DRAG_OVER} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_OVER} event instead. * * @event Phaser.Input.Events#DRAG_OVER * diff --git a/src/input/events/DRAG_START_EVENT.js b/src/input/events/DRAG_START_EVENT.js index 64a6eca75..c6488fd1c 100644 --- a/src/input/events/DRAG_START_EVENT.js +++ b/src/input/events/DRAG_START_EVENT.js @@ -13,7 +13,7 @@ * * A Pointer can only drag a single Game Object at once. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_START event]{Phaser.Input.Events#GAMEOBJECT_DRAG_START} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_START]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_START} event instead. * * @event Phaser.Input.Events#DRAG_START * diff --git a/src/input/events/DROP_EVENT.js b/src/input/events/DROP_EVENT.js index f7eef8cf6..8fd7ff995 100644 --- a/src/input/events/DROP_EVENT.js +++ b/src/input/events/DROP_EVENT.js @@ -11,7 +11,7 @@ * * Listen to this event from within a Scene using: `this.input.on('drop', listener)`. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DROP event]{Phaser.Input.Events#GAMEOBJECT_DROP} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DROP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DROP} event instead. * * @event Phaser.Input.Events#DROP * diff --git a/src/input/events/GAMEOBJECT_DOWN_EVENT.js b/src/input/events/GAMEOBJECT_DOWN_EVENT.js index 4e2acba8c..f12737800 100644 --- a/src/input/events/GAMEOBJECT_DOWN_EVENT.js +++ b/src/input/events/GAMEOBJECT_DOWN_EVENT.js @@ -12,15 +12,15 @@ * Listen to this event from within a Scene using: `this.input.on('gameobjectdown', listener)`. * * To receive this event, the Game Objects must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_DOWN event]{Phaser.Input.Events#GAMEOBJECT_POINTER_DOWN} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} event instead. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_DOWN - * 2) GAMEOBJECT_DOWN - * 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE + * 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} + * 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN} + * 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_DRAG_END_EVENT.js b/src/input/events/GAMEOBJECT_DRAG_END_EVENT.js index b3ca7423c..8b9a7b8f5 100644 --- a/src/input/events/GAMEOBJECT_DRAG_END_EVENT.js +++ b/src/input/events/GAMEOBJECT_DRAG_END_EVENT.js @@ -13,7 +13,7 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive and enabled for drag. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive](Phaser.GameObjects.GameObject#setInteractive) for more details. * * @event Phaser.Input.Events#GAMEOBJECT_DRAG_END * diff --git a/src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js b/src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js index eeb9852b8..d31102c0c 100644 --- a/src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js +++ b/src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js @@ -13,7 +13,7 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive and enabled for drag. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * @event Phaser.Input.Events#GAMEOBJECT_DRAG_ENTER * diff --git a/src/input/events/GAMEOBJECT_DRAG_EVENT.js b/src/input/events/GAMEOBJECT_DRAG_EVENT.js index 30641081c..2855f9522 100644 --- a/src/input/events/GAMEOBJECT_DRAG_EVENT.js +++ b/src/input/events/GAMEOBJECT_DRAG_EVENT.js @@ -13,7 +13,7 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive and enabled for drag. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * @event Phaser.Input.Events#GAMEOBJECT_DRAG * diff --git a/src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js b/src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js index 719deb683..e554116e4 100644 --- a/src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js +++ b/src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js @@ -13,7 +13,7 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive and enabled for drag. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * @event Phaser.Input.Events#GAMEOBJECT_DRAG_LEAVE * diff --git a/src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js b/src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js index 49b1ad74b..0482da23e 100644 --- a/src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js +++ b/src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js @@ -16,7 +16,7 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive and enabled for drag. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * @event Phaser.Input.Events#GAMEOBJECT_DRAG_OVER * diff --git a/src/input/events/GAMEOBJECT_DRAG_START_EVENT.js b/src/input/events/GAMEOBJECT_DRAG_START_EVENT.js index 4883633fa..8bcffa470 100644 --- a/src/input/events/GAMEOBJECT_DRAG_START_EVENT.js +++ b/src/input/events/GAMEOBJECT_DRAG_START_EVENT.js @@ -13,7 +13,7 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive and enabled for drag. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * There are lots of useful drag related properties that are set within the Game Object when dragging occurs. * For example, `gameObject.input.dragStartX`, `dragStartY` and so on. diff --git a/src/input/events/GAMEOBJECT_DROP_EVENT.js b/src/input/events/GAMEOBJECT_DROP_EVENT.js index 5ab477f7b..feb2a81f5 100644 --- a/src/input/events/GAMEOBJECT_DROP_EVENT.js +++ b/src/input/events/GAMEOBJECT_DROP_EVENT.js @@ -13,7 +13,7 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive and enabled for drag. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * @event Phaser.Input.Events#GAMEOBJECT_DROP * diff --git a/src/input/events/GAMEOBJECT_MOVE_EVENT.js b/src/input/events/GAMEOBJECT_MOVE_EVENT.js index 4798981bf..daa8cc239 100644 --- a/src/input/events/GAMEOBJECT_MOVE_EVENT.js +++ b/src/input/events/GAMEOBJECT_MOVE_EVENT.js @@ -12,15 +12,15 @@ * Listen to this event from within a Scene using: `this.input.on('gameobjectmove', listener)`. * * To receive this event, the Game Objects must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_MOVE event]{Phaser.Input.Events#GAMEOBJECT_POINTER_MOVE} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} event instead. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_MOVE - * 2) GAMEOBJECT_MOVE - * 3) POINTER_MOVE + * 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} + * 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE} + * 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_OUT_EVENT.js b/src/input/events/GAMEOBJECT_OUT_EVENT.js index 43adcbfdf..0948b9a6c 100644 --- a/src/input/events/GAMEOBJECT_OUT_EVENT.js +++ b/src/input/events/GAMEOBJECT_OUT_EVENT.js @@ -12,15 +12,15 @@ * Listen to this event from within a Scene using: `this.input.on('gameobjectout', listener)`. * * To receive this event, the Game Objects must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OUT event]{Phaser.Input.Events#GAMEOBJECT_POINTER_OUT} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT} event instead. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_OUT - * 2) GAMEOBJECT_OUT - * 3) POINTER_OUT + * 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT} + * 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT} + * 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_OVER_EVENT.js b/src/input/events/GAMEOBJECT_OVER_EVENT.js index ae15e6d9a..9088482f4 100644 --- a/src/input/events/GAMEOBJECT_OVER_EVENT.js +++ b/src/input/events/GAMEOBJECT_OVER_EVENT.js @@ -12,15 +12,15 @@ * Listen to this event from within a Scene using: `this.input.on('gameobjectover', listener)`. * * To receive this event, the Game Objects must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OVER event]{Phaser.Input.Events#GAMEOBJECT_POINTER_OVER} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER} event instead. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_OVER - * 2) GAMEOBJECT_OVER - * 3) POINTER_OVER + * 1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER} + * 2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER} + * 3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js b/src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js index ce10455b0..2bbcf0a8a 100644 --- a/src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js +++ b/src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js @@ -13,13 +13,13 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_DOWN - * 2) GAMEOBJECT_DOWN - * 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE + * 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} + * 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN} + * 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js b/src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js index 0e8fdcee5..a9fa97dc3 100644 --- a/src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js +++ b/src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js @@ -13,13 +13,13 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_MOVE - * 2) GAMEOBJECT_MOVE - * 3) POINTER_MOVE + * 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} + * 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE} + * 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js b/src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js index 65d27c8cd..a820fd7d8 100644 --- a/src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js +++ b/src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js @@ -13,13 +13,13 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_OUT - * 2) GAMEOBJECT_OUT - * 3) POINTER_OUT + * 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT} + * 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT} + * 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js b/src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js index 6f103bdd6..f4618930b 100644 --- a/src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js +++ b/src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js @@ -13,13 +13,13 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_OVER - * 2) GAMEOBJECT_OVER - * 3) POINTER_OVER + * 1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER} + * 2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER} + * 3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js b/src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js index e47eaea29..5a935e7b1 100644 --- a/src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js +++ b/src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js @@ -13,13 +13,13 @@ * Note that the scope of the listener is automatically set to be the Game Object instance itself. * * To receive this event, the Game Object must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_UP - * 2) GAMEOBJECT_UP - * 3) POINTER_UP or POINTER_UP_OUTSIDE + * 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP} + * 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP} + * 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/GAMEOBJECT_UP_EVENT.js b/src/input/events/GAMEOBJECT_UP_EVENT.js index 7b9faad78..241545e15 100644 --- a/src/input/events/GAMEOBJECT_UP_EVENT.js +++ b/src/input/events/GAMEOBJECT_UP_EVENT.js @@ -12,15 +12,15 @@ * Listen to this event from within a Scene using: `this.input.on('gameobjectup', listener)`. * * To receive this event, the Game Objects must have been set as interactive. - * See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details. + * See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details. * - * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_UP event]{Phaser.Input.Events#GAMEOBJECT_POINTER_UP} instead. + * To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP} event instead. * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_UP - * 2) GAMEOBJECT_UP - * 3) POINTER_UP or POINTER_UP_OUTSIDE + * 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP} + * 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP} + * 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/POINTER_DOWN_EVENT.js b/src/input/events/POINTER_DOWN_EVENT.js index 1e120d4fe..924aa0ddc 100644 --- a/src/input/events/POINTER_DOWN_EVENT.js +++ b/src/input/events/POINTER_DOWN_EVENT.js @@ -13,9 +13,9 @@ * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_DOWN - * 2) GAMEOBJECT_DOWN - * 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE + * 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} + * 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN} + * 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js b/src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js index 641193000..c653a7349 100644 --- a/src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js +++ b/src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js @@ -13,9 +13,9 @@ * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_DOWN - * 2) GAMEOBJECT_DOWN - * 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE + * 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} + * 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN} + * 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/POINTER_MOVE_EVENT.js b/src/input/events/POINTER_MOVE_EVENT.js index 047c64473..7bc0994f1 100644 --- a/src/input/events/POINTER_MOVE_EVENT.js +++ b/src/input/events/POINTER_MOVE_EVENT.js @@ -13,9 +13,9 @@ * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_MOVE - * 2) GAMEOBJECT_MOVE - * 3) POINTER_MOVE + * 1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} + * 2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE} + * 3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/POINTER_OUT_EVENT.js b/src/input/events/POINTER_OUT_EVENT.js index 75c92d521..2acf07cc3 100644 --- a/src/input/events/POINTER_OUT_EVENT.js +++ b/src/input/events/POINTER_OUT_EVENT.js @@ -13,9 +13,9 @@ * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_OUT - * 2) GAMEOBJECT_OUT - * 3) POINTER_OUT + * 1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT} + * 2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT} + * 3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/POINTER_OVER_EVENT.js b/src/input/events/POINTER_OVER_EVENT.js index 90297ec9c..79ba6d895 100644 --- a/src/input/events/POINTER_OVER_EVENT.js +++ b/src/input/events/POINTER_OVER_EVENT.js @@ -13,9 +13,9 @@ * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_OVER - * 2) GAMEOBJECT_OVER - * 3) POINTER_OVER + * 1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER} + * 2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER} + * 3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/POINTER_UP_EVENT.js b/src/input/events/POINTER_UP_EVENT.js index 48f0a2706..e399af0e9 100644 --- a/src/input/events/POINTER_UP_EVENT.js +++ b/src/input/events/POINTER_UP_EVENT.js @@ -13,9 +13,9 @@ * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_UP - * 2) GAMEOBJECT_UP - * 3) POINTER_UP or POINTER_UP_OUTSIDE + * 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP} + * 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP} + * 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/events/POINTER_UP_OUTSIDE_EVENT.js b/src/input/events/POINTER_UP_OUTSIDE_EVENT.js index 535011879..285861b5f 100644 --- a/src/input/events/POINTER_UP_OUTSIDE_EVENT.js +++ b/src/input/events/POINTER_UP_OUTSIDE_EVENT.js @@ -13,9 +13,9 @@ * * The event hierarchy is as follows: * - * 1) GAMEOBJECT_POINTER_UP - * 2) GAMEOBJECT_UP - * 3) POINTER_UP or POINTER_UP_OUTSIDE + * 1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP} + * 2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP} + * 3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE} * * With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop * the propagation of this event. diff --git a/src/input/gamepad/events/BUTTON_DOWN_EVENT.js b/src/input/gamepad/events/BUTTON_DOWN_EVENT.js index d711baccd..1f3ee90d4 100644 --- a/src/input/gamepad/events/BUTTON_DOWN_EVENT.js +++ b/src/input/gamepad/events/BUTTON_DOWN_EVENT.js @@ -11,7 +11,7 @@ * * Listen to this event from within a Scene using: `this.input.gamepad.on('down', listener)`. * - * You can also listen for a DOWN event from a Gamepad instance. See [GAMEPAD_BUTTON_DOWN]{Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_DOWN} for details. + * You can also listen for a DOWN event from a Gamepad instance. See the [GAMEPAD_BUTTON_DOWN]{@linkcode Phaser.Input.Gamepad.Events#event:GAMEPAD_BUTTON_DOWN} event for details. * * @event Phaser.Input.Gamepad.Events#BUTTON_DOWN * diff --git a/src/input/gamepad/events/BUTTON_UP_EVENT.js b/src/input/gamepad/events/BUTTON_UP_EVENT.js index d83b426ef..fcfdb40c9 100644 --- a/src/input/gamepad/events/BUTTON_UP_EVENT.js +++ b/src/input/gamepad/events/BUTTON_UP_EVENT.js @@ -11,7 +11,7 @@ * * Listen to this event from within a Scene using: `this.input.gamepad.on('up', listener)`. * - * You can also listen for an UP event from a Gamepad instance. See [GAMEPAD_BUTTON_UP]{Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_UP} for details. + * You can also listen for an UP event from a Gamepad instance. See the [GAMEPAD_BUTTON_UP]{@linkcode Phaser.Input.Gamepad.Events#event:GAMEPAD_BUTTON_UP} event for details. * * @event Phaser.Input.Gamepad.Events#BUTTON_UP * diff --git a/src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js b/src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js index 1a0147fd7..36121d0b5 100644 --- a/src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js +++ b/src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js @@ -14,7 +14,7 @@ * * Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'. * - * You can also listen for a DOWN event from the Gamepad Plugin. See [BUTTON_DOWN]{Phaser.Input.Gamepad.Events#BUTTON_DOWN} for details. + * You can also listen for a DOWN event from the Gamepad Plugin. See the [BUTTON_DOWN]{@linkcode Phaser.Input.Gamepad.Events#event:BUTTON_DOWN} event for details. * * @event Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_DOWN * diff --git a/src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js b/src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js index 9edfb2c87..86b258aff 100644 --- a/src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js +++ b/src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js @@ -14,7 +14,7 @@ * * Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'. * - * You can also listen for an UP event from the Gamepad Plugin. See [BUTTON_UP]{Phaser.Input.Gamepad.Events#BUTTON_UP} for details. + * You can also listen for an UP event from the Gamepad Plugin. See the [BUTTON_UP]{@linkcode Phaser.Input.Gamepad.Events#event:BUTTON_UP} event for details. * * @event Phaser.Input.Gamepad.Events#GAMEPAD_BUTTON_UP * diff --git a/src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js b/src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js index 7cd7fdbbe..0ceb4fd3b 100644 --- a/src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js +++ b/src/input/keyboard/events/ANY_KEY_DOWN_EVENT.js @@ -11,12 +11,12 @@ * * Listen to this event from within a Scene using: `this.input.keyboard.on('keydown', listener)`. * - * You can also listen for a specific key being pressed. See [Keyboard.Events.KEY_DOWN]{Phaser.Input.Keyboard.Events#KEY_DOWN} for details. + * You can also listen for a specific key being pressed. See [Keyboard.Events.KEY_DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:KEY_DOWN} for details. * - * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{Phaser.Input.Keyboard.Events#DOWN} for details. + * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:DOWN} for details. * * _Note_: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting. - * See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details. + * Read [this article on ghosting]{@link http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/} for details. * * Also, please be aware that some browser extensions can disable or override Phaser keyboard handling. * For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key. diff --git a/src/input/keyboard/events/ANY_KEY_UP_EVENT.js b/src/input/keyboard/events/ANY_KEY_UP_EVENT.js index 822dabf8b..c29a1fc93 100644 --- a/src/input/keyboard/events/ANY_KEY_UP_EVENT.js +++ b/src/input/keyboard/events/ANY_KEY_UP_EVENT.js @@ -11,9 +11,9 @@ * * Listen to this event from within a Scene using: `this.input.keyboard.on('keyup', listener)`. * - * You can also listen for a specific key being released. See [Keyboard.Events.KEY_UP]{Phaser.Input.Keyboard.Events#KEY_UP} for details. + * You can also listen for a specific key being released. See [Keyboard.Events.KEY_UP]{@linkcode Phaser.Input.Keyboard.Events#event:KEY_UP} for details. * - * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{Phaser.Input.Keyboard.Events#UP} for details. + * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{@linkcode Phaser.Input.Keyboard.Events#event:UP} for details. * * @event Phaser.Input.Keyboard.Events#ANY_KEY_UP * diff --git a/src/input/keyboard/events/COMBO_MATCH_EVENT.js b/src/input/keyboard/events/COMBO_MATCH_EVENT.js index c85e9700b..5de9b9149 100644 --- a/src/input/keyboard/events/COMBO_MATCH_EVENT.js +++ b/src/input/keyboard/events/COMBO_MATCH_EVENT.js @@ -7,7 +7,7 @@ /** * The Key Combo Match Event. * - * This event is dispatched by the Keyboard Plugin when a [Key Combo]{Phaser.Input.Keyboard.KeyCombo} is matched. + * This event is dispatched by the Keyboard Plugin when a [Key Combo]{@link Phaser.Input.Keyboard.KeyCombo} is matched. * * Listen for this event from the Key Plugin after a combo has been created: * diff --git a/src/input/keyboard/events/DOWN_EVENT.js b/src/input/keyboard/events/DOWN_EVENT.js index f0fe5be90..18aa6ad0f 100644 --- a/src/input/keyboard/events/DOWN_EVENT.js +++ b/src/input/keyboard/events/DOWN_EVENT.js @@ -7,7 +7,7 @@ /** * The Key Down Event. * - * This event is dispatched by a [Key]{Phaser.Input.Keyboard.Key} object when it is pressed. + * This event is dispatched by a [Key]{@link Phaser.Input.Keyboard.Key} object when it is pressed. * * Listen for this event from the Key object instance directly: * @@ -17,7 +17,7 @@ * spaceBar.on('down', listener) * ``` * - * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{Phaser.Input.Keyboard.Events#ANY_KEY_DOWN} for details. + * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_DOWN} for details. * * @event Phaser.Input.Keyboard.Events#DOWN * diff --git a/src/input/keyboard/events/KEY_DOWN_EVENT.js b/src/input/keyboard/events/KEY_DOWN_EVENT.js index f658065cb..c70cbe047 100644 --- a/src/input/keyboard/events/KEY_DOWN_EVENT.js +++ b/src/input/keyboard/events/KEY_DOWN_EVENT.js @@ -11,15 +11,15 @@ * * Unlike the `ANY_KEY_DOWN` event, this one has a special dynamic event name. For example, to listen for the `A` key being pressed * use the following from within a Scene: `this.input.keyboard.on('keydown-A', listener)`. You can replace the `-A` part of the event - * name with any valid [Key Code string]{Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar: + * name with any valid [Key Code string]{@link Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar: * `this.input.keyboard.on('keydown-SPACE', listener)`. * - * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{Phaser.Input.Keyboard.Events#ANY_KEY_DOWN} for details. + * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_DOWN} for details. * - * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{Phaser.Input.Keyboard.Events#DOWN} for details. + * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.DOWN]{@linkcode Phaser.Input.Keyboard.Events#event:DOWN} for details. * * _Note_: Many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting. - * See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details. + * Read [this article on ghosting]{@link http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/} for details. * * Also, please be aware that some browser extensions can disable or override Phaser keyboard handling. * For example, the Chrome extension vimium is known to disable Phaser from using the D key, while EverNote disables the backtick key. diff --git a/src/input/keyboard/events/KEY_UP_EVENT.js b/src/input/keyboard/events/KEY_UP_EVENT.js index 284294fcc..738ae364f 100644 --- a/src/input/keyboard/events/KEY_UP_EVENT.js +++ b/src/input/keyboard/events/KEY_UP_EVENT.js @@ -11,12 +11,12 @@ * * Unlike the `ANY_KEY_UP` event, this one has a special dynamic event name. For example, to listen for the `A` key being released * use the following from within a Scene: `this.input.keyboard.on('keyup-A', listener)`. You can replace the `-A` part of the event - * name with any valid [Key Code string]{Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar: + * name with any valid [Key Code string]{@link Phaser.Input.Keyboard.KeyCodes}. For example, this will listen for the space bar: * `this.input.keyboard.on('keyup-SPACE', listener)`. * - * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{Phaser.Input.Keyboard.Events#ANY_KEY_UP} for details. + * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_UP} for details. * - * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{Phaser.Input.Keyboard.Events#UP} for details. + * Finally, you can create Key objects, which you can also listen for events from. See [Keyboard.Events.UP]{@linkcode Phaser.Input.Keyboard.Events#event:UP} for details. * * @event Phaser.Input.Keyboard.Events#KEY_UP * diff --git a/src/input/keyboard/events/UP_EVENT.js b/src/input/keyboard/events/UP_EVENT.js index b74c9ce2d..c5da11390 100644 --- a/src/input/keyboard/events/UP_EVENT.js +++ b/src/input/keyboard/events/UP_EVENT.js @@ -7,7 +7,7 @@ /** * The Key Up Event. * - * This event is dispatched by a [Key]{Phaser.Input.Keyboard.Key} object when it is released. + * This event is dispatched by a [Key]{@link Phaser.Input.Keyboard.Key} object when it is released. * * Listen for this event from the Key object instance directly: * @@ -17,7 +17,7 @@ * spaceBar.on('up', listener) * ``` * - * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{Phaser.Input.Keyboard.Events#ANY_KEY_UP} for details. + * You can also create a generic 'global' listener. See [Keyboard.Events.ANY_KEY_UP]{@linkcode Phaser.Input.Keyboard.Events#event:ANY_KEY_UP} for details. * * @event Phaser.Input.Keyboard.Events#UP * diff --git a/src/loader/events/ADD_EVENT.js b/src/loader/events/ADD_EVENT.js index b6076c03d..038050299 100644 --- a/src/loader/events/ADD_EVENT.js +++ b/src/loader/events/ADD_EVENT.js @@ -16,7 +16,7 @@ * @event Phaser.Loader.Events#ADD * * @param {string} key - The unique key of the file that was added to the Loader. - * @param {string} type - The [file type]{Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`. + * @param {string} type - The [file type]{@link Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`. * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event. * @param {Phaser.Loader.File} file - A reference to the File which was added to the Loader. */ diff --git a/src/loader/events/FILE_COMPLETE_EVENT.js b/src/loader/events/FILE_COMPLETE_EVENT.js index 4d9fac0fa..30474b19a 100644 --- a/src/loader/events/FILE_COMPLETE_EVENT.js +++ b/src/loader/events/FILE_COMPLETE_EVENT.js @@ -11,12 +11,12 @@ * * Listen to it from a Scene using: `this.load.on('filecomplete', listener)`. * - * You can also listen for the completion of a specific file. See the [FILE_KEY_COMPLETE]{Phaser.Loader.Events#FILE_KEY_COMPLETE} event. + * You can also listen for the completion of a specific file. See the [FILE_KEY_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_KEY_COMPLETE} event. * * @event Phaser.Loader.Events#FILE_COMPLETE * * @param {string} key - The key of the file that just loaded and finished processing. - * @param {string} type - The [file type]{Phaser.Loader.File#type} of the file that just loaded, i.e. `image`. + * @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`. * @param {any} data - The raw data the file contained. */ module.exports = 'filecomplete'; diff --git a/src/loader/events/FILE_KEY_COMPLETE_EVENT.js b/src/loader/events/FILE_KEY_COMPLETE_EVENT.js index a432cf351..7f536e3d8 100644 --- a/src/loader/events/FILE_KEY_COMPLETE_EVENT.js +++ b/src/loader/events/FILE_KEY_COMPLETE_EVENT.js @@ -36,12 +36,12 @@ * }); * ``` * - * You can also listen for the generic completion of files. See the [FILE_COMPLETE]{Phaser.Loader.Events#FILE_COMPLETE} event. + * You can also listen for the generic completion of files. See the [FILE_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_COMPLETE} event. * * @event Phaser.Loader.Events#FILE_KEY_COMPLETE * * @param {string} key - The key of the file that just loaded and finished processing. - * @param {string} type - The [file type]{Phaser.Loader.File#type} of the file that just loaded, i.e. `image`. + * @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`. * @param {any} data - The raw data the file contained. */ module.exports = 'filecomplete-'; diff --git a/src/physics/arcade/events/COLLIDE_EVENT.js b/src/physics/arcade/events/COLLIDE_EVENT.js index a8bab012d..10243bf60 100644 --- a/src/physics/arcade/events/COLLIDE_EVENT.js +++ b/src/physics/arcade/events/COLLIDE_EVENT.js @@ -8,7 +8,7 @@ * The Arcade Physics World Collide Event. * * This event is dispatched by an Arcade Physics World instance if two bodies collide _and_ at least - * one of them has their [onCollide]{Phaser.Physics.Arcade.Body#onCollide} property set to `true`. + * one of them has their [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to `true`. * * It provides an alternative means to handling collide events rather than using the callback approach. * diff --git a/src/physics/arcade/events/OVERLAP_EVENT.js b/src/physics/arcade/events/OVERLAP_EVENT.js index 7ca264ccc..496ca036b 100644 --- a/src/physics/arcade/events/OVERLAP_EVENT.js +++ b/src/physics/arcade/events/OVERLAP_EVENT.js @@ -8,7 +8,7 @@ * The Arcade Physics World Overlap Event. * * This event is dispatched by an Arcade Physics World instance if two bodies overlap _and_ at least - * one of them has their [onOverlap]{Phaser.Physics.Arcade.Body#onOverlap} property set to `true`. + * one of them has their [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to `true`. * * It provides an alternative means to handling overlap events rather than using the callback approach. * diff --git a/src/physics/arcade/events/TILE_COLLIDE_EVENT.js b/src/physics/arcade/events/TILE_COLLIDE_EVENT.js index 9205d7c5c..dc1c80307 100644 --- a/src/physics/arcade/events/TILE_COLLIDE_EVENT.js +++ b/src/physics/arcade/events/TILE_COLLIDE_EVENT.js @@ -8,7 +8,7 @@ * The Arcade Physics Tile Collide Event. * * This event is dispatched by an Arcade Physics World instance if a body collides with a Tile _and_ - * has its [onCollide]{Phaser.Physics.Arcade.Body#onCollide} property set to `true`. + * has its [onCollide]{@link Phaser.Physics.Arcade.Body#onCollide} property set to `true`. * * It provides an alternative means to handling collide events rather than using the callback approach. * diff --git a/src/physics/arcade/events/TILE_OVERLAP_EVENT.js b/src/physics/arcade/events/TILE_OVERLAP_EVENT.js index 54a9f1c38..e67b5c882 100644 --- a/src/physics/arcade/events/TILE_OVERLAP_EVENT.js +++ b/src/physics/arcade/events/TILE_OVERLAP_EVENT.js @@ -8,7 +8,7 @@ * The Arcade Physics Tile Overlap Event. * * This event is dispatched by an Arcade Physics World instance if a body overlaps with a Tile _and_ - * has its [onOverlap]{Phaser.Physics.Arcade.Body#onOverlap} property set to `true`. + * has its [onOverlap]{@link Phaser.Physics.Arcade.Body#onOverlap} property set to `true`. * * It provides an alternative means to handling overlap events rather than using the callback approach. * diff --git a/src/physics/arcade/events/WORLD_BOUNDS_EVENT.js b/src/physics/arcade/events/WORLD_BOUNDS_EVENT.js index e6e941383..831c4ba0c 100644 --- a/src/physics/arcade/events/WORLD_BOUNDS_EVENT.js +++ b/src/physics/arcade/events/WORLD_BOUNDS_EVENT.js @@ -8,7 +8,7 @@ * The Arcade Physics World Bounds Event. * * This event is dispatched by an Arcade Physics World instance if a body makes contact with the world bounds _and_ - * it has its [onWorldBounds]{Phaser.Physics.Arcade.Body#onWorldBounds} property set to `true`. + * it has its [onWorldBounds]{@link Phaser.Physics.Arcade.Body#onWorldBounds} property set to `true`. * * It provides an alternative means to handling collide events rather than using the callback approach. * diff --git a/src/plugins/PluginManager.js b/src/plugins/PluginManager.js index fb5806ad7..ffb854a46 100644 --- a/src/plugins/PluginManager.js +++ b/src/plugins/PluginManager.js @@ -34,8 +34,8 @@ var Remove = require('../utils/array/Remove'); * * There are two types of plugin: * - * 1) A Global Plugin - * 2) A Scene Plugin + * 1. A Global Plugin + * 2. A Scene Plugin * * A Global Plugin is a plugin that lives within the Plugin Manager rather than a Scene. You can get * access to it by calling `PluginManager.get` and providing a key. Any Scene that requests a plugin in @@ -49,9 +49,9 @@ var Remove = require('../utils/array/Remove'); * * You can add a plugin to Phaser in three different ways: * - * 1) Preload it - * 2) Include it in your source code and install it via the Game Config - * 3) Include it in your source code and install it within a Scene + * 1. Preload it + * 2. Include it in your source code and install it via the Game Config + * 3. Include it in your source code and install it within a Scene * * For examples of all of these approaches please see the Phaser 3 Examples Repo `plugins` folder. * diff --git a/src/renderer/canvas/utils/SetTransform.js b/src/renderer/canvas/utils/SetTransform.js index c8d53509a..c0160e5de 100644 --- a/src/renderer/canvas/utils/SetTransform.js +++ b/src/renderer/canvas/utils/SetTransform.js @@ -8,12 +8,12 @@ * Takes a reference to the Canvas Renderer, a Canvas Rendering Context, a Game Object, a Camera and a parent matrix * and then performs the following steps: * - * 1) Checks the alpha of the source combined with the Camera alpha. If 0 or less it aborts. - * 2) Takes the Camera and Game Object matrix and multiplies them, combined with the parent matrix if given. - * 3) Sets the blend mode of the context to be that used by the Game Object. - * 4) Sets the alpha value of the context to be that used by the Game Object combined with the Camera. - * 5) Saves the context state. - * 6) Sets the final matrix values into the context via setTransform. + * 1. Checks the alpha of the source combined with the Camera alpha. If 0 or less it aborts. + * 2. Takes the Camera and Game Object matrix and multiplies them, combined with the parent matrix if given. + * 3. Sets the blend mode of the context to be that used by the Game Object. + * 4. Sets the alpha value of the context to be that used by the Game Object combined with the Camera. + * 5. Saves the context state. + * 6. Sets the final matrix values into the context via setTransform. * * This function is only meant to be used internally. Most of the Canvas Renderer classes use it. * diff --git a/src/scene/events/POST_UPDATE_EVENT.js b/src/scene/events/POST_UPDATE_EVENT.js index 45d46599f..ba36371cd 100644 --- a/src/scene/events/POST_UPDATE_EVENT.js +++ b/src/scene/events/POST_UPDATE_EVENT.js @@ -11,11 +11,11 @@ * * The event flow for a single step of a Scene is as follows: * - * 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE} - * 2) [UPDATE]{Phaser.Scenes.Events#UPDATE} - * 3) The Scene.update method is called, if it exists - * 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE} - * 5) [RENDER]{Phaser.Scenes.Events#RENDER} + * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} + * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} + * 3. The `Scene.update` method is called, if it exists + * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} + * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('postupdate', listener)`. * diff --git a/src/scene/events/PRE_UPDATE_EVENT.js b/src/scene/events/PRE_UPDATE_EVENT.js index b7eef7147..d7c5fc6c5 100644 --- a/src/scene/events/PRE_UPDATE_EVENT.js +++ b/src/scene/events/PRE_UPDATE_EVENT.js @@ -11,11 +11,11 @@ * * The event flow for a single step of a Scene is as follows: * - * 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE} - * 2) [UPDATE]{Phaser.Scenes.Events#UPDATE} - * 3) The Scene.update method is called, if it exists - * 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE} - * 5) [RENDER]{Phaser.Scenes.Events#RENDER} + * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} + * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} + * 3. The `Scene.update` method is called, if it exists + * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} + * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('preupdate', listener)`. * diff --git a/src/scene/events/RENDER_EVENT.js b/src/scene/events/RENDER_EVENT.js index c870332c4..e3856126f 100644 --- a/src/scene/events/RENDER_EVENT.js +++ b/src/scene/events/RENDER_EVENT.js @@ -11,11 +11,11 @@ * * The event flow for a single step of a Scene is as follows: * - * 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE} - * 2) [UPDATE]{Phaser.Scenes.Events#UPDATE} - * 3) The Scene.update method is called, if it exists - * 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE} - * 5) [RENDER]{Phaser.Scenes.Events#RENDER} + * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} + * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} + * 3. The `Scene.update` method is called, if it exists + * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} + * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('render', listener)`. * diff --git a/src/scene/events/SHUTDOWN_EVENT.js b/src/scene/events/SHUTDOWN_EVENT.js index f56ea23a4..46494c5cb 100644 --- a/src/scene/events/SHUTDOWN_EVENT.js +++ b/src/scene/events/SHUTDOWN_EVENT.js @@ -13,7 +13,7 @@ * * You should free-up any resources that may be in use by your Scene in this event handler, on the understanding * that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not - * currently active. Use the [DESTROY]{Phaser.Scenes.Events#DESTROY} event to completely clear resources. + * currently active. Use the [DESTROY]{@linkcode Phaser.Scenes.Events#event:DESTROY} event to completely clear resources. * * @event Phaser.Scenes.Events#SHUTDOWN * diff --git a/src/scene/events/TRANSITION_COMPLETE_EVENT.js b/src/scene/events/TRANSITION_COMPLETE_EVENT.js index 8e9f24978..c77207847 100644 --- a/src/scene/events/TRANSITION_COMPLETE_EVENT.js +++ b/src/scene/events/TRANSITION_COMPLETE_EVENT.js @@ -16,11 +16,11 @@ * * The Scene Transition event flow is as follows: * - * 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event. - * 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. - * 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... - * 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. - * 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. + * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. + * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. + * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... + * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. + * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_COMPLETE * diff --git a/src/scene/events/TRANSITION_INIT_EVENT.js b/src/scene/events/TRANSITION_INIT_EVENT.js index 9c35a9b30..80d3279f4 100644 --- a/src/scene/events/TRANSITION_INIT_EVENT.js +++ b/src/scene/events/TRANSITION_INIT_EVENT.js @@ -16,11 +16,11 @@ * * The Scene Transition event flow is as follows: * - * 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event. - * 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. - * 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... - * 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. - * 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. + * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. + * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. + * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... + * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. + * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_INIT * diff --git a/src/scene/events/TRANSITION_OUT_EVENT.js b/src/scene/events/TRANSITION_OUT_EVENT.js index cebef8f3f..b888b6755 100644 --- a/src/scene/events/TRANSITION_OUT_EVENT.js +++ b/src/scene/events/TRANSITION_OUT_EVENT.js @@ -13,11 +13,11 @@ * * The Scene Transition event flow is as follows: * - * 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event. - * 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. - * 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... - * 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. - * 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. + * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. + * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. + * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... + * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. + * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_OUT * diff --git a/src/scene/events/TRANSITION_START_EVENT.js b/src/scene/events/TRANSITION_START_EVENT.js index d1269d6c2..417746cb2 100644 --- a/src/scene/events/TRANSITION_START_EVENT.js +++ b/src/scene/events/TRANSITION_START_EVENT.js @@ -12,18 +12,18 @@ * It happens immediately after the `Scene.create` method is called. If the Scene does not have a `create` method, * this event is dispatched anyway. * - * If the Target Scene was sleeping then the [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} event is + * If the Target Scene was sleeping then the [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} event is * dispatched instead of this event. * * Listen to it from a Scene using `this.scene.events.on('transitionstart', listener)`. * * The Scene Transition event flow is as follows: * - * 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event. - * 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. - * 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... - * 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. - * 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. + * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. + * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. + * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... + * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. + * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_START * diff --git a/src/scene/events/TRANSITION_WAKE_EVENT.js b/src/scene/events/TRANSITION_WAKE_EVENT.js index 7e4092c1b..2dbe0e7de 100644 --- a/src/scene/events/TRANSITION_WAKE_EVENT.js +++ b/src/scene/events/TRANSITION_WAKE_EVENT.js @@ -8,17 +8,17 @@ * The Scene Transition Wake Event. * * This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before - * the transition began. If the Scene was not asleep the [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} event is dispatched instead. + * the transition began. If the Scene was not asleep the [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} event is dispatched instead. * * Listen to it from a Scene using `this.scene.events.on('transitionwake', listener)`. * * The Scene Transition event flow is as follows: * - * 1) [TRANSITION_OUT]{Phaser.Scenes.Events#TRANSITION_OUT} - the Scene that started the transition will emit this event. - * 2) [TRANSITION_INIT]{Phaser.Scenes.Events#TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. - * 3a) [TRANSITION_START]{Phaser.Scenes.Events#TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... - * 3b) [TRANSITION_WAKE]{Phaser.Scenes.Events#TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. - * 4) [TRANSITION_COMPLETE]{Phaser.Scenes.Events#TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. + * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. + * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. + * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... + * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. + * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_WAKE * diff --git a/src/scene/events/UPDATE_EVENT.js b/src/scene/events/UPDATE_EVENT.js index e37578bac..487adb17e 100644 --- a/src/scene/events/UPDATE_EVENT.js +++ b/src/scene/events/UPDATE_EVENT.js @@ -11,11 +11,11 @@ * * The event flow for a single step of a Scene is as follows: * - * 1) [PRE_UPDATE]{Phaser.Scenes.Events#PRE_UPDATE} - * 2) [UPDATE]{Phaser.Scenes.Events#UPDATE} - * 3) The Scene.update method is called, if it exists - * 4) [POST_UPDATE]{Phaser.Scenes.Events#POST_UPDATE} - * 5) [RENDER]{Phaser.Scenes.Events#RENDER} + * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} + * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} + * 3. The `Scene.update` method is called, if it exists + * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} + * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('update', listener)`. * diff --git a/src/sound/events/LOOPED_EVENT.js b/src/sound/events/LOOPED_EVENT.js index 1fea2365c..62a2430f6 100644 --- a/src/sound/events/LOOPED_EVENT.js +++ b/src/sound/events/LOOPED_EVENT.js @@ -18,7 +18,7 @@ * music.play(); * ``` * - * This is not to be confused with the [LOOP]{Phaser.Sound.Events#LOOP} event, which only emits when the loop state of a Sound is changed. + * This is not to be confused with the [LOOP]{@linkcode Phaser.Sound.Events#event:LOOP} event, which only emits when the loop state of a Sound is changed. * * @event Phaser.Sound.Events#LOOPED * diff --git a/src/sound/events/LOOP_EVENT.js b/src/sound/events/LOOP_EVENT.js index b45059022..fffb03978 100644 --- a/src/sound/events/LOOP_EVENT.js +++ b/src/sound/events/LOOP_EVENT.js @@ -17,7 +17,7 @@ * music.setLoop(true); * ``` * - * This is not to be confused with the [LOOPED]{Phaser.Sound.Events#LOOPED} event, which emits each time a Sound loops during playback. + * This is not to be confused with the [LOOPED]{@linkcode Phaser.Sound.Events#event:LOOPED} event, which emits each time a Sound loops during playback. * * @event Phaser.Sound.Events#LOOP * diff --git a/src/structs/Size.js b/src/structs/Size.js index 668c8b9cb..99e8ba8c1 100644 --- a/src/structs/Size.js +++ b/src/structs/Size.js @@ -160,11 +160,11 @@ var Size = new Class({ * * It can be a number from 0 to 4, or a Size constant: * - * 0) NONE = Do not make the size fit the aspect ratio. Change the ratio when the size changes. - * 1) WIDTH_CONTROLS_HEIGHT = The height is automatically adjusted based on the width. - * 2) HEIGHT_CONTROLS_WIDTH = The width is automatically adjusted based on the height. - * 3) FIT = The width and height are automatically adjusted to fit inside the given target area, while keeping the aspect ratio. Depending on the aspect ratio there may be some space inside the area which is not covered. - * 4) ENVELOP = The width and height are automatically adjusted to make the size cover the entire target area while keeping the aspect ratio. This may extend further out than the target size. + * 0. NONE = Do not make the size fit the aspect ratio. Change the ratio when the size changes. + * 1. WIDTH_CONTROLS_HEIGHT = The height is automatically adjusted based on the width. + * 2. HEIGHT_CONTROLS_WIDTH = The width is automatically adjusted based on the height. + * 3. FIT = The width and height are automatically adjusted to fit inside the given target area, while keeping the aspect ratio. Depending on the aspect ratio there may be some space inside the area which is not covered. + * 4. ENVELOP = The width and height are automatically adjusted to make the size cover the entire target area while keeping the aspect ratio. This may extend further out than the target size. * * Calling this method automatically recalculates the `width` and the `height`, if required. * diff --git a/src/textures/events/LOAD_EVENT.js b/src/textures/events/LOAD_EVENT.js index 5b64a7119..c423728a2 100644 --- a/src/textures/events/LOAD_EVENT.js +++ b/src/textures/events/LOAD_EVENT.js @@ -12,7 +12,7 @@ * * Listen to this event from within a Scene using: `this.textures.on('onload', listener)`. * - * This event is dispatched after the [ADD event]{Phaser.Textures.Events#ADD}. + * This event is dispatched after the [ADD]{@linkcode Phaser.Textures.Events#event:ADD} event. * * @event Phaser.Textures.Events#LOAD * diff --git a/src/tilemaps/dynamiclayer/DynamicTilemapLayer.js b/src/tilemaps/dynamiclayer/DynamicTilemapLayer.js index 162179ea8..b9114525e 100644 --- a/src/tilemaps/dynamiclayer/DynamicTilemapLayer.js +++ b/src/tilemaps/dynamiclayer/DynamicTilemapLayer.js @@ -199,9 +199,9 @@ var DynamicTilemapLayer = new Class({ * * It will be sent 3 arguments: * - * 1) The Phaser.Tilemaps.LayerData object for this Layer - * 2) The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull. - * 3) A reference to the `culledTiles` array, which should be used to store the tiles you want rendered. + * 1. The Phaser.Tilemaps.LayerData object for this Layer + * 2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull. + * 3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered. * * See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system. * diff --git a/src/tilemaps/staticlayer/StaticTilemapLayer.js b/src/tilemaps/staticlayer/StaticTilemapLayer.js index 77c6ca237..4080029c1 100644 --- a/src/tilemaps/staticlayer/StaticTilemapLayer.js +++ b/src/tilemaps/staticlayer/StaticTilemapLayer.js @@ -215,9 +215,9 @@ var StaticTilemapLayer = new Class({ * * It will be sent 3 arguments: * - * 1) The Phaser.Tilemaps.LayerData object for this Layer - * 2) The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull. - * 3) A reference to the `culledTiles` array, which should be used to store the tiles you want rendered. + * 1. The Phaser.Tilemaps.LayerData object for this Layer + * 2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull. + * 3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered. * * See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system. *