diff --git a/src/gameobjects/GameObjectFactory.js b/src/gameobjects/GameObjectFactory.js index 3095d1d76..dbd996a1d 100644 --- a/src/gameobjects/GameObjectFactory.js +++ b/src/gameobjects/GameObjectFactory.js @@ -58,7 +58,7 @@ Phaser.GameObjectFactory.prototype = { * @method sprite * @param {number} x - X position of the new sprite. * @param {number} y - Y position of the new sprite. - * @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture. + * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. * @returns {Description} Description. */ @@ -90,7 +90,7 @@ Phaser.GameObjectFactory.prototype = { * * @method tween * @param {object} obj - Object the tween will be run on. - * @return {Description} Description. + * @return {Phaser.Tween} Description. */ tween: function (obj) { @@ -99,12 +99,12 @@ Phaser.GameObjectFactory.prototype = { }, /** - * Description. + * Creates a new group to be added on the display list * * @method group * @param {Description} parent - Description. * @param {Description} name - Description. - * @return {Description} Description. + * @return {Phaser.Group} The newly created group. */ group: function (parent, name) { @@ -116,10 +116,10 @@ Phaser.GameObjectFactory.prototype = { * Description. * * @method audio - * @param {Description} key - Description. - * @param {Description} volume - Description. - * @param {Description} loop - Description. - * @return {Description} Description. + * @param {string} key - The Game.cache key of the sound that this object will use. + * @param {number} volume - The volume at which the sound will be played. + * @param {boolean} loop - Whether or not the sound will loop. + * @return {Phaser.Audio} The audio object. */ audio: function (key, volume, loop) { @@ -131,11 +131,11 @@ Phaser.GameObjectFactory.prototype = { * Description. * * @method tileSprite - * @param {Description} x - Description. - * @param {Description} y - Description. - * @param {Description} width - Description. - * @param {Description} height - Description. - * @param {Description} key - Description. + * @param {number} x - X position of the new tileSprite. + * @param {number} y - Y position of the new tileSprite. + * @param {Description} width - the width of the tilesprite. + * @param {Description} height - the height of the tilesprite. + * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {Description} frame - Description. * @return {Description} Description. */ @@ -149,10 +149,10 @@ Phaser.GameObjectFactory.prototype = { * Description. * * @method text - * @param {Description} x - Description. - * @param {Description} y - Description. - * @param {Description} text - Description. - * @param {Description} style - Description. + * @param {number} x - X position of the new text object. + * @param {number} y - Y position of the new text object. + * @param {string} text - The actual text that will be written. + * @param {object} style - The style object containing style attributes like font, font size , etc. */ text: function (x, y, text, style) {