diff --git a/src/loader/filetypes/TextFile.js b/src/loader/filetypes/TextFile.js index 8f65323f9..2de6361b5 100644 --- a/src/loader/filetypes/TextFile.js +++ b/src/loader/filetypes/TextFile.js @@ -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 ... diff --git a/src/loader/filetypes/TilemapCSVFile.js b/src/loader/filetypes/TilemapCSVFile.js index da8979ffe..e678741e1 100644 --- a/src/loader/filetypes/TilemapCSVFile.js +++ b/src/loader/filetypes/TilemapCSVFile.js @@ -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 ... diff --git a/src/loader/filetypes/TilemapImpactFile.js b/src/loader/filetypes/TilemapImpactFile.js index 4ba60f90b..d3a3306cf 100644 --- a/src/loader/filetypes/TilemapImpactFile.js +++ b/src/loader/filetypes/TilemapImpactFile.js @@ -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 ... diff --git a/src/loader/filetypes/TilemapJSONFile.js b/src/loader/filetypes/TilemapJSONFile.js index e25a61884..941da2a40 100644 --- a/src/loader/filetypes/TilemapJSONFile.js +++ b/src/loader/filetypes/TilemapJSONFile.js @@ -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 ...