Merge pull request #2868 from hilts-vaughan/issue-2806

Keys: Fixed an issue where the name annotations were missing on some …
This commit is contained in:
Richard Davey 2016-11-23 03:25:04 +00:00 committed by GitHub
commit 34080eda6f

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@ -6,7 +6,7 @@
/** /**
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects. * If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
* *
* @class Phaser.Key * @class Phaser.Key
* @constructor * @constructor
* @param {Phaser.Game} game - Current game instance. * @param {Phaser.Game} game - Current game instance.
@ -130,7 +130,7 @@ Phaser.Key.prototype = {
/** /**
* Called automatically by Phaser.Keyboard. * Called automatically by Phaser.Keyboard.
* *
* @method Phaser.Key#update * @method Phaser.Key#update
* @protected * @protected
*/ */
@ -153,7 +153,7 @@ Phaser.Key.prototype = {
/** /**
* Called automatically by Phaser.Keyboard. * Called automatically by Phaser.Keyboard.
* *
* @method Phaser.Key#processKeyDown * @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event - The DOM event that triggered this. * @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected * @protected
@ -190,7 +190,7 @@ Phaser.Key.prototype = {
/** /**
* Called automatically by Phaser.Keyboard. * Called automatically by Phaser.Keyboard.
* *
* @method Phaser.Key#processKeyUp * @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event - The DOM event that triggered this. * @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected * @protected
@ -253,7 +253,7 @@ Phaser.Key.prototype = {
/** /**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down, * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration. * or was pressed down longer ago than then given duration.
* *
* @method Phaser.Key#downDuration * @method Phaser.Key#downDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms. * @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration. * @return {boolean} True if the key was pressed down within the given duration.
@ -269,7 +269,7 @@ Phaser.Key.prototype = {
/** /**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down, * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration. * or was pressed down longer ago than then given duration.
* *
* @method Phaser.Key#upDuration * @method Phaser.Key#upDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms. * @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released within the given duration. * @return {boolean} True if the key was released within the given duration.
@ -289,7 +289,8 @@ Phaser.Key.prototype = {
* When you check this value it will return `true` if the Key is down, otherwise `false`. * When you check this value it will return `true` if the Key is down, otherwise `false`.
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. * You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop. * This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
* *
* @name Phaser.Key#justDown
* @property {boolean} justDown * @property {boolean} justDown
* @memberof Phaser.Key * @memberof Phaser.Key
* @default false * @default false
@ -311,7 +312,8 @@ Object.defineProperty(Phaser.Key.prototype, "justDown", {
* When you check this value it will return `true` if the Key is up, otherwise `false`. * When you check this value it will return `true` if the Key is up, otherwise `false`.
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again. * You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop. * This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
* *
* @name Phaser.Key#justUp
* @property {boolean} justUp * @property {boolean} justUp
* @memberof Phaser.Key * @memberof Phaser.Key
* @default false * @default false
@ -331,7 +333,7 @@ Object.defineProperty(Phaser.Key.prototype, "justUp", {
/** /**
* An enabled key processes its update and dispatches events. * An enabled key processes its update and dispatches events.
* A key can be disabled momentarily at runtime instead of deleting it. * A key can be disabled momentarily at runtime instead of deleting it.
* * @name Phaser.Key#enabled
* @property {boolean} enabled * @property {boolean} enabled
* @memberof Phaser.Key * @memberof Phaser.Key
* @default true * @default true