Fixed invalid syntax in some loader file type documentation examples (#3873).

This commit is contained in:
Chris Andrew 2018-07-30 18:52:53 +01:00
parent a8b605f42d
commit 3141510fdf
4 changed files with 24 additions and 24 deletions

View file

@ -25,7 +25,7 @@ var IsPlainObject = require('../../utils/object/IsPlainObject');
* A single Text File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#text method and are not typically created directly.
*
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#text.
*
* @class TextFile
@ -94,11 +94,11 @@ var TextFile = new Class({
* Adds a Text file, or array of Text files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
*
* ```javascript
* function preload ()
* {
* this.load.text('story', files/IntroStory.txt');
* this.load.text('story', 'files/IntroStory.txt');
* }
* ```
*
@ -109,14 +109,14 @@ var TextFile = new Class({
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
*
* The key must be a unique String. It is used to add the file to the global Text Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Text Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Text Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
*
* ```javascript
* this.load.text({
* key: 'story',
@ -127,7 +127,7 @@ var TextFile = new Class({
* See the documentation for `Phaser.Loader.FileTypes.TextFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
*
* ```javascript
* this.load.text('story', 'files/IntroStory.txt');
* // and later in your game ...

View file

@ -26,7 +26,7 @@ var TILEMAP_FORMATS = require('../../tilemaps/Formats');
* A single Tilemap CSV File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#tilemapCSV method and are not typically created directly.
*
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#tilemapCSV.
*
* @class TilemapCSVFile
@ -112,11 +112,11 @@ var TilemapCSVFile = new Class({
* Adds a CSV Tilemap file, or array of CSV files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
*
* ```javascript
* function preload ()
* {
* this.load.tilemapCSV('level1', maps/Level1.csv');
* this.load.tilemapCSV('level1', 'maps/Level1.csv');
* }
* ```
*
@ -129,14 +129,14 @@ var TilemapCSVFile = new Class({
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
*
* The key must be a unique String. It is used to add the file to the global Tilemap Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Tilemap Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Text Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
*
* ```javascript
* this.load.tilemapCSV({
* key: 'level1',
@ -147,7 +147,7 @@ var TilemapCSVFile = new Class({
* See the documentation for `Phaser.Loader.FileTypes.TilemapCSVFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
*
* ```javascript
* this.load.tilemapCSV('level1', 'maps/Level1.csv');
* // and later in your game ...

View file

@ -23,7 +23,7 @@ var TILEMAP_FORMATS = require('../../tilemaps/Formats');
* A single Impact.js Tilemap JSON File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#tilemapImpact method and are not typically created directly.
*
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#tilemapImpact.
*
* @class TilemapImpactFile
@ -73,11 +73,11 @@ var TilemapImpactFile = new Class({
* Adds an Impact.js Tilemap file, or array of map files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
*
* ```javascript
* function preload ()
* {
* this.load.tilemapImpact('level1', maps/Level1.json');
* this.load.tilemapImpact('level1', 'maps/Level1.json');
* }
* ```
*
@ -90,14 +90,14 @@ var TilemapImpactFile = new Class({
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
*
* The key must be a unique String. It is used to add the file to the global Tilemap Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Tilemap Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Text Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
*
* ```javascript
* this.load.tilemapImpact({
* key: 'level1',
@ -108,7 +108,7 @@ var TilemapImpactFile = new Class({
* See the documentation for `Phaser.Loader.FileTypes.TilemapImpactFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
*
* ```javascript
* this.load.tilemapImpact('level1', 'maps/Level1.json');
* // and later in your game ...

View file

@ -23,7 +23,7 @@ var TILEMAP_FORMATS = require('../../tilemaps/Formats');
* A single Tiled Tilemap JSON File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#tilemapTiledJSON method and are not typically created directly.
*
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#tilemapTiledJSON.
*
* @class TilemapJSONFile
@ -73,11 +73,11 @@ var TilemapJSONFile = new Class({
* Adds a Tiled JSON Tilemap file, or array of map files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
*
* ```javascript
* function preload ()
* {
* this.load.tilemapTiledJSON('level1', maps/Level1.json');
* this.load.tilemapTiledJSON('level1', 'maps/Level1.json');
* }
* ```
*
@ -90,14 +90,14 @@ var TilemapJSONFile = new Class({
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
*
* The key must be a unique String. It is used to add the file to the global Tilemap Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Tilemap Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Text Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
*
* ```javascript
* this.load.tilemapTiledJSON({
* key: 'level1',
@ -108,7 +108,7 @@ var TilemapJSONFile = new Class({
* See the documentation for `Phaser.Loader.FileTypes.TilemapJSONFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
*
* ```javascript
* this.load.tilemapTiledJSON('level1', 'maps/Level1.json');
* // and later in your game ...