Fixed this return types for Phaser.Cameras.Scene2D.Camera

This commit is contained in:
Jason Kwok 2020-01-30 23:05:56 +08:00
parent a7dd0d1798
commit 293f6e77f5

View file

@ -337,7 +337,7 @@ var Camera = new Class({
* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} [pipeline] - An optional WebGL Pipeline to render with, can be either a string which is the name of the pipeline, or a pipeline reference.
* @param {boolean} [renderToGame=true] - If you do not need the Camera to still render to the Game, set this parameter to `false`.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
setRenderToTexture: function (pipeline, renderToGame)
{
@ -379,7 +379,7 @@ var Camera = new Class({
*
* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} [pipeline] - The WebGL Pipeline to render with, can be either a string which is the name of the pipeline, or a pipeline reference. Or if left empty it will clear the pipeline.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
setPipeline: function (pipeline)
{
@ -410,7 +410,7 @@ var Camera = new Class({
* @method Phaser.Cameras.Scene2D.Camera#clearRenderToTexture
* @since 3.13.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
clearRenderToTexture: function ()
{
@ -477,7 +477,7 @@ var Camera = new Class({
* @param {number} [width] - The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.
* @param {number} [height] - The height of the deadzone rectangle in pixels.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
setDeadzone: function (width, height)
{
@ -533,7 +533,7 @@ var Camera = new Class({
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
fadeIn: function (duration, red, green, blue, callback, context)
{
@ -557,7 +557,7 @@ var Camera = new Class({
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
fadeOut: function (duration, red, green, blue, callback, context)
{
@ -581,7 +581,7 @@ var Camera = new Class({
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
fadeFrom: function (duration, red, green, blue, force, callback, context)
{
@ -605,7 +605,7 @@ var Camera = new Class({
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
fade: function (duration, red, green, blue, force, callback, context)
{
@ -629,7 +629,7 @@ var Camera = new Class({
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
flash: function (duration, red, green, blue, force, callback, context)
{
@ -651,7 +651,7 @@ var Camera = new Class({
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
shake: function (duration, intensity, force, callback, context)
{
@ -677,7 +677,7 @@ var Camera = new Class({
* the current camera scroll x coordinate and the current camera scroll y coordinate.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
pan: function (x, y, duration, ease, force, callback, context)
{
@ -701,7 +701,7 @@ var Camera = new Class({
* the current camera scroll x coordinate and the current camera scroll y coordinate.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
zoomTo: function (zoom, duration, ease, force, callback, context)
{
@ -934,7 +934,7 @@ var Camera = new Class({
* @method Phaser.Cameras.Scene2D.Camera#stopFollow
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
stopFollow: function ()
{
@ -950,7 +950,7 @@ var Camera = new Class({
* @method Phaser.Cameras.Scene2D.Camera#resetFX
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
* @return {this} This Camera instance.
*/
resetFX: function ()
{