From 512c8df2329d1cbd39d016425ebdb631bccef72a Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Tue, 13 Feb 2018 01:13:12 +0000 Subject: [PATCH] Updated jsdocs --- src/input/InputManager.js | 81 ++++++++++++++++----------- src/input/InputPlugin.js | 72 ++++++++++++++++-------- src/input/Pointer.js | 70 +++++++++++++++-------- src/input/gamepad/Axis.js | 12 ++-- src/input/gamepad/Button.js | 18 ++++-- src/input/gamepad/Gamepad.js | 24 +++++--- src/input/gamepad/GamepadManager.js | 23 +++++--- src/input/keyboard/KeyboardManager.js | 26 ++++++--- src/input/keyboard/combo/KeyCombo.js | 44 ++++++++++----- src/input/keyboard/keys/Key.js | 48 ++++++++++------ src/input/mouse/MouseManager.js | 20 ++++--- src/input/touch/TouchManager.js | 15 +++-- 12 files changed, 295 insertions(+), 158 deletions(-) diff --git a/src/input/InputManager.js b/src/input/InputManager.js index 5f470db53..2bb86a805 100644 --- a/src/input/InputManager.js +++ b/src/input/InputManager.js @@ -35,7 +35,8 @@ var InputManager = new Class({ /** * [description] * - * @property {[type]} game + * @name Phaser.Input.InputManager#game + * @type {Phaser.Game} * @since 3.0.0 */ this.game = game; @@ -43,7 +44,8 @@ var InputManager = new Class({ /** * [description] * - * @property {HTMLCanvasElement} canvas + * @name Phaser.Input.InputManager#canvas + * @type {HTMLCanvasElement} * @since 3.0.0 */ this.canvas; @@ -51,7 +53,8 @@ var InputManager = new Class({ /** * [description] * - * @property {object} config + * @name Phaser.Input.InputManager#config + * @type {object} * @since 3.0.0 */ this.config = config; @@ -59,7 +62,8 @@ var InputManager = new Class({ /** * [description] * - * @property {boolean} enabled + * @name Phaser.Input.InputManager#enabled + * @type {boolean} * @default true * @since 3.0.0 */ @@ -68,7 +72,8 @@ var InputManager = new Class({ /** * [description] * - * @property {[type]} events + * @name Phaser.Input.InputManager#events + * @type {EventEmitter} * @since 3.0.0 */ this.events = new EventEmitter(); @@ -76,7 +81,8 @@ var InputManager = new Class({ /** * Standard FIFO queue. * - * @property {array} queue + * @name Phaser.Input.InputManager#queue + * @type {array} * @default [] * @since 3.0.0 */ @@ -85,7 +91,8 @@ var InputManager = new Class({ /** * [description] * - * @property {Phaser.Input.Keyboard.KeyboardManager} keyboard + * @name Phaser.Input.InputManager#keyboard + * @type {Phaser.Input.Keyboard.KeyboardManager} * @since 3.0.0 */ this.keyboard = new Keyboard(this); @@ -93,7 +100,8 @@ var InputManager = new Class({ /** * [description] * - * @property {Phaser.Input.Mouse.MouseManager} mouse + * @name Phaser.Input.InputManager#mouse + * @type {Phaser.Input.Mouse.MouseManager} * @since 3.0.0 */ this.mouse = new Mouse(this); @@ -101,7 +109,8 @@ var InputManager = new Class({ /** * [description] * - * @property {Phaser.Input.Touch.TouchManager} touch + * @name Phaser.Input.InputManager#touch + * @type {Phaser.Input.Touch.TouchManager} * @since 3.0.0 */ this.touch = new Touch(this); @@ -109,7 +118,8 @@ var InputManager = new Class({ /** * [description] * - * @property {Phaser.Input.Gamepad.GamepadManager} gamepad + * @name Phaser.Input.InputManager#gamepad + * @type {Phaser.Input.Gamepad.GamepadManager} * @since 3.0.0 */ this.gamepad = new Gamepad(this); @@ -117,7 +127,8 @@ var InputManager = new Class({ /** * [description] * - * @property {[type]} activePointer + * @name Phaser.Input.InputManager#activePointer + * @type {[type]} * @since 3.0.0 */ this.activePointer = new Pointer(this, 0); @@ -125,7 +136,8 @@ var InputManager = new Class({ /** * [description] * - * @property {object} scale + * @name Phaser.Input.InputManager#scale + * @type {object} * @since 3.0.0 */ this.scale = { x: 1, y: 1 }; @@ -136,7 +148,8 @@ var InputManager = new Class({ * and click something on it, that click will not then be passed down to any other * Scene below. Disable this to have input events passed through all Scenes, all the time. * - * @property {boolean} globalTopOnly + * @name Phaser.Input.InputManager#globalTopOnly + * @type {boolean} * @default true * @since 3.0.0 */ @@ -145,7 +158,8 @@ var InputManager = new Class({ /** * [description] * - * @property {boolean} ignoreEvents + * @name Phaser.Input.InputManager#ignoreEvents + * @type {boolean} * @default false * @since 3.0.0 */ @@ -154,7 +168,8 @@ var InputManager = new Class({ /** * [description] * - * @property {Phaser.Geom.Rectangle} bounds + * @name Phaser.Input.InputManager#bounds + * @type {Phaser.Geom.Rectangle} * @since 3.0.0 */ this.bounds = new Rectangle(); @@ -162,7 +177,8 @@ var InputManager = new Class({ /** * [description] * - * @property {object} _tempPoint + * @name Phaser.Input.InputManager#_tempPoint + * @type {object} * @private * @since 3.0.0 */ @@ -171,7 +187,8 @@ var InputManager = new Class({ /** * [description] * - * @property {array} _tempHitTest + * @name Phaser.Input.InputManager#_tempHitTest + * @type {array} * @private * @default [] * @since 3.0.0 @@ -225,7 +242,7 @@ var InputManager = new Class({ * @method Phaser.Input.InputManager#update * @since 3.0.0 * - * @param {[type]} time - [description] + * @param {number} time - [description] */ update: function (time) { @@ -310,13 +327,13 @@ var InputManager = new Class({ * @method Phaser.Input.InputManager#hitTest * @since 3.0.0 * - * @param {[type]} x - [description] - * @param {[type]} y - [description] - * @param {[type]} gameObjects - [description] - * @param {[type]} camera - [description] - * @param {[type]} output - [description] + * @param {number} x - [description] + * @param {number} y - [description] + * @param {array} gameObjects - [description] + * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] + * @param {array} output - [description] * - * @return {[type]} [description] + * @return {array} [description] */ hitTest: function (x, y, gameObjects, camera, output) { @@ -370,9 +387,9 @@ var InputManager = new Class({ * @method Phaser.Input.InputManager#pointWithinHitArea * @since 3.0.0 * - * @param {[type]} gameObject - [description] - * @param {[type]} x - [description] - * @param {[type]} y - [description] + * @param {Phaser.GameObjects.GameObject} gameObject - [description] + * @param {number} x - [description] + * @param {number} y - [description] * * @return {boolean} [description] */ @@ -404,9 +421,9 @@ var InputManager = new Class({ * @method Phaser.Input.InputManager#pointWithinInteractiveObject * @since 3.0.0 * - * @param {[type]} object - [description] - * @param {[type]} x - [description] - * @param {[type]} y - [description] + * @param {Phaser.Input.InteractiveObject} object - [description] + * @param {number} x - [description] + * @param {number} y - [description] * * @return {boolean} [description] */ @@ -433,7 +450,7 @@ var InputManager = new Class({ * @method Phaser.Input.InputManager#transformX * @since 3.0.0 * - * @param {[type]} pageX - [description] + * @param {number} pageX - [description] * * @return {number} [description] */ @@ -448,7 +465,7 @@ var InputManager = new Class({ * @method Phaser.Input.InputManager#transformY * @since 3.0.0 * - * @param {[type]} pageY - [description] + * @param {number} pageY - [description] * * @return {number} [description] */ diff --git a/src/input/InputPlugin.js b/src/input/InputPlugin.js index 4b890c8b6..f9805a088 100644 --- a/src/input/InputPlugin.js +++ b/src/input/InputPlugin.js @@ -43,7 +43,8 @@ var InputPlugin = new Class({ /** * The Scene that owns this plugin. * - * @property {Phaser.Scene} scene + * @name Phaser.Input.InputPlugin#scene + * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; @@ -51,7 +52,8 @@ var InputPlugin = new Class({ /** * [description] * - * @property {[type]} systems + * @name Phaser.Input.InputPlugin#systems + * @type {Phaser.Scenes.Systems} * @since 3.0.0 */ this.systems = scene.sys; @@ -64,7 +66,8 @@ var InputPlugin = new Class({ /** * [description] * - * @property {Phaser.Input.InputManager} manager + * @name Phaser.Input.InputPlugin#manager + * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.manager = scene.sys.game.input; @@ -72,7 +75,8 @@ var InputPlugin = new Class({ /** * A reference to this.scene.sys.displayList (set in boot) * - * @property {null} displayList + * @name Phaser.Input.InputPlugin#displayList + * @type {Phaser.GameObjects.DisplayList} * @since 3.0.0 */ this.displayList; @@ -80,7 +84,8 @@ var InputPlugin = new Class({ /** * A reference to the this.scene.sys.cameras (set in boot) * - * @property {null} cameras + * @name Phaser.Input.InputPlugin#cameras + * @type {null} * @since 3.0.0 */ this.cameras; @@ -88,7 +93,8 @@ var InputPlugin = new Class({ /** * [description] * - * @property {Phaser.Input.Keyboard.KeyboardManager} keyboard + * @name Phaser.Input.InputPlugin#keyboard + * @type {Phaser.Input.Keyboard.KeyboardManager} * @since 3.0.0 */ this.keyboard = this.manager.keyboard; @@ -96,7 +102,8 @@ var InputPlugin = new Class({ /** * [description] * - * @property {Phaser.Input.Mouse.MouseManager} mouse + * @name Phaser.Input.InputPlugin#mouse + * @type {Phaser.Input.Mouse.MouseManager} * @since 3.0.0 */ this.mouse = this.manager.mouse; @@ -104,7 +111,8 @@ var InputPlugin = new Class({ /** * [description] * - * @property {Phaser.Input.Gamepad.GamepadManager} gamepad + * @name Phaser.Input.InputPlugin#gamepad + * @type {Phaser.Input.Gamepad.GamepadManager} * @since 3.0.0 */ this.gamepad = this.manager.gamepad; @@ -113,7 +121,8 @@ var InputPlugin = new Class({ * Only fire callbacks and events on the top-most Game Object in the display list (emulating DOM behavior) * and ignore any GOs below it, or call them all? * - * @property {boolean} topOnly + * @name Phaser.Input.InputPlugin#topOnly + * @type {boolean} * @default true * @since 3.0.0 */ @@ -126,7 +135,8 @@ var InputPlugin = new Class({ * This controls how often it will be polled if it hasn't been moved. * Set to 0 to poll constantly. Set to -1 to only poll on user movement. * - * @property {integer} pollRate + * @name Phaser.Input.InputPlugin#pollRate + * @type {integer} * @default -1 * @since 3.0.0 */ @@ -135,7 +145,8 @@ var InputPlugin = new Class({ /** * [description] * - * @property {number} _pollTimer + * @name Phaser.Input.InputPlugin#_pollTimer + * @type {number} * @private * @default 0 * @since 3.0.0 @@ -145,7 +156,8 @@ var InputPlugin = new Class({ /** * The distance, in pixels, the pointer has to move while being held down, before it thinks it is being dragged. * - * @property {number} dragDistanceThreshold + * @name Phaser.Input.InputPlugin#dragDistanceThreshold + * @type {number} * @default 0 * @since 3.0.0 */ @@ -154,7 +166,8 @@ var InputPlugin = new Class({ /** * The amount of time, in ms, the pointer has to be held down before it thinks it is dragging. * - * @property {number} dragTimeThreshold + * @name Phaser.Input.InputPlugin#dragTimeThreshold + * @type {number} * @default 0 * @since 3.0.0 */ @@ -163,7 +176,8 @@ var InputPlugin = new Class({ /** * Used to temporarily store the results of the Hit Test * - * @property {array} _temp + * @name Phaser.Input.InputPlugin#_temp + * @type {array} * @private * @default [] * @since 3.0.0 @@ -173,7 +187,8 @@ var InputPlugin = new Class({ /** * A list of all Game Objects that have been set to be interactive. * - * @property {array} _list + * @name Phaser.Input.InputPlugin#_list + * @type {array} * @private * @default [] * @since 3.0.0 @@ -183,7 +198,8 @@ var InputPlugin = new Class({ /** * Objects waiting to be inserted to the list on the next call to 'begin'. * - * @property {array} _pendingInsertion + * @name Phaser.Input.InputPlugin#_pendingInsertion + * @type {array} * @private * @default [] * @since 3.0.0 @@ -193,7 +209,8 @@ var InputPlugin = new Class({ /** * Objects waiting to be removed from the list on the next call to 'begin'. * - * @property {array} _pendingRemoval + * @name Phaser.Input.InputPlugin#_pendingRemoval + * @type {array} * @private * @default [] * @since 3.0.0 @@ -203,7 +220,8 @@ var InputPlugin = new Class({ /** * A list of all Game Objects that have been enabled for dragging. * - * @property {array} _draggable + * @name Phaser.Input.InputPlugin#_draggable + * @type {array} * @private * @default [] * @since 3.0.0 @@ -213,7 +231,8 @@ var InputPlugin = new Class({ /** * A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID. * - * @property {[type]} _drag + * @name Phaser.Input.InputPlugin#_drag + * @type {[type]} * @private * @since 3.0.0 */ @@ -222,7 +241,8 @@ var InputPlugin = new Class({ /** * A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID. * - * @property {[type]} _over + * @name Phaser.Input.InputPlugin#_over + * @type {[type]} * @private * @since 3.0.0 */ @@ -231,7 +251,8 @@ var InputPlugin = new Class({ /** * [description] * - * @property {[type]} _validTypes + * @name Phaser.Input.InputPlugin#_validTypes + * @type {[type]} * @private * @since 3.0.0 */ @@ -1499,7 +1520,8 @@ var InputPlugin = new Class({ * The current active input Pointer. * * @name Phaser.Input.InputPlugin#activePointer - * @property {Phaser.Input.Pointer} activePointer + * @type {Phaser.Input.Pointer} + * @readOnly * @since 3.0.0 */ activePointer: { @@ -1516,7 +1538,8 @@ var InputPlugin = new Class({ * This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch. * * @name Phaser.Input.InputPlugin#x - * @property {number} x + * @type {number} + * @readOnly * @since 3.0.0 */ x: { @@ -1533,7 +1556,8 @@ var InputPlugin = new Class({ * This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch. * * @name Phaser.Input.InputPlugin#y - * @property {number} y + * @type {number} + * @readOnly * @since 3.0.0 */ y: { diff --git a/src/input/Pointer.js b/src/input/Pointer.js index 2cf894716..d45ff5ae2 100644 --- a/src/input/Pointer.js +++ b/src/input/Pointer.js @@ -37,7 +37,8 @@ var Pointer = new Class({ /** * [description] * - * @property {Phaser.Input.InputManager} manager + * @name Phaser.Input.Pointer#manager + * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.manager = manager; @@ -45,7 +46,8 @@ var Pointer = new Class({ /** * [description] * - * @property {integer} id + * @name Phaser.Input.Pointer#id + * @type {integer} * @since 3.0.0 */ this.id = id; @@ -53,7 +55,8 @@ var Pointer = new Class({ /** * [description] * - * @property {null} event + * @name Phaser.Input.Pointer#event + * @type {null} * @since 3.0.0 */ this.event; @@ -63,7 +66,8 @@ var Pointer = new Class({ * A Pointer can only ever interact with one camera at once, which will be the top-most camera * in the list should multiple cameras be positioned on-top of each other. * - * @property {Phaser.Cameras.Scene2D.Camera} camera + * @name Phaser.Input.Pointer#camera + * @type {Phaser.Cameras.Scene2D.Camera} * @default null * @since 3.0.0 */ @@ -77,7 +81,8 @@ var Pointer = new Class({ * 8: 4th button (typically the "Browser Back" button) * 16: 5th button (typically the "Browser Forward" button) * - * @property {number} buttons + * @name Phaser.Input.Pointer#buttons + * @type {number} * @default 0 * @since 3.0.0 */ @@ -86,7 +91,8 @@ var Pointer = new Class({ /** * [description] * - * @property {Phaser.Math.Vector2} position + * @name Phaser.Input.Pointer#position + * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.position = new Vector2(); @@ -94,7 +100,8 @@ var Pointer = new Class({ /** * X coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects. * - * @property {number} downX + * @name Phaser.Input.Pointer#downX + * @type {number} * @default 0 * @since 3.0.0 */ @@ -103,7 +110,8 @@ var Pointer = new Class({ /** * Y coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects. * - * @property {number} downY + * @name Phaser.Input.Pointer#downY + * @type {number} * @default 0 * @since 3.0.0 */ @@ -112,7 +120,8 @@ var Pointer = new Class({ /** * Time when Button 1 (left button), or Touch, was pressed, used for dragging objects. * - * @property {number} downTime + * @name Phaser.Input.Pointer#downTime + * @type {number} * @default 0 * @since 3.0.0 */ @@ -121,7 +130,8 @@ var Pointer = new Class({ /** * X coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects. * - * @property {number} upX + * @name Phaser.Input.Pointer#upX + * @type {number} * @default 0 * @since 3.0.0 */ @@ -130,7 +140,8 @@ var Pointer = new Class({ /** * Y coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects. * - * @property {number} upY + * @name Phaser.Input.Pointer#upY + * @type {number} * @default 0 * @since 3.0.0 */ @@ -139,7 +150,8 @@ var Pointer = new Class({ /** * Time when Button 1 (left button), or Touch, was released, used for dragging objects. * - * @property {number} upTime + * @name Phaser.Input.Pointer#upTime + * @type {number} * @default 0 * @since 3.0.0 */ @@ -148,7 +160,8 @@ var Pointer = new Class({ /** * Is the primary button down? (usually button 0, the left mouse button) * - * @property {boolean} primaryDown + * @name Phaser.Input.Pointer#primaryDown + * @type {boolean} * @default false * @since 3.0.0 */ @@ -162,7 +175,8 @@ var Pointer = new Class({ * 1 = Being checked if dragging * 2 = Dragging something * - * @property {number} dragState + * @name Phaser.Input.Pointer#dragState + * @type {number} * @default 0 * @since 3.0.0 */ @@ -171,7 +185,8 @@ var Pointer = new Class({ /** * Is _any_ button on this pointer considered as being down? * - * @property {boolean} isDown + * @name Phaser.Input.Pointer#isDown + * @type {boolean} * @default false * @since 3.0.0 */ @@ -180,7 +195,8 @@ var Pointer = new Class({ /** * [description] * - * @property {boolean} dirty + * @name Phaser.Input.Pointer#dirty + * @type {boolean} * @default false * @since 3.0.0 */ @@ -189,7 +205,8 @@ var Pointer = new Class({ /** * [description] * - * @property {boolean} justDown + * @name Phaser.Input.Pointer#justDown + * @type {boolean} * @default false * @since 3.0.0 */ @@ -198,7 +215,8 @@ var Pointer = new Class({ /** * [description] * - * @property {boolean} justUp + * @name Phaser.Input.Pointer#justUp + * @type {boolean} * @default false * @since 3.0.0 */ @@ -207,7 +225,8 @@ var Pointer = new Class({ /** * [description] * - * @property {boolean} justMoved + * @name Phaser.Input.Pointer#justMoved + * @type {boolean} * @default false * @since 3.0.0 */ @@ -216,7 +235,8 @@ var Pointer = new Class({ /** * Did the previous input event come from a Touch input (true) or Mouse? (false) * - * @property {boolean} wasTouch + * @name Phaser.Input.Pointer#wasTouch + * @type {boolean} * @default false * @since 3.0.0 */ @@ -225,7 +245,8 @@ var Pointer = new Class({ /** * If the mouse is locked, the horizontal relative movement of the Pointer in pixels since last frame. * - * @property {number} movementX + * @name Phaser.Input.Pointer#movementX + * @type {number} * @default 0 * @since 3.0.0 */ @@ -234,7 +255,8 @@ var Pointer = new Class({ /** * If the mouse is locked, the vertical relative movement of the Pointer in pixels since last frame. * - * @property {number} movementY + * @name Phaser.Input.Pointer#movementY + * @type {number} * @default 0 * @since 3.0.0 */ @@ -261,7 +283,7 @@ var Pointer = new Class({ * [description] * * @name Phaser.Input.Pointer#x - * @property {number} x + * @type {number} * @since 3.0.0 */ x: { @@ -282,7 +304,7 @@ var Pointer = new Class({ * [description] * * @name Phaser.Input.Pointer#y - * @property {number} y + * @type {number} * @since 3.0.0 */ y: { diff --git a/src/input/gamepad/Axis.js b/src/input/gamepad/Axis.js index 15bc2a97e..c54ed4d3f 100644 --- a/src/input/gamepad/Axis.js +++ b/src/input/gamepad/Axis.js @@ -27,7 +27,8 @@ var Axis = new Class({ /** * [description] * - * @property {[type]} pad + * @name Phaser.Input.Gamepad.Axis#pad + * @type {Phaser.Input.Gamepad.Gamepad} * @since 3.0.0 */ this.pad = pad; @@ -35,7 +36,8 @@ var Axis = new Class({ /** * [description] * - * @property {[type]} events + * @name Phaser.Input.Gamepad.Axis#events + * @type {[type]} * @since 3.0.0 */ this.events = pad.events; @@ -43,7 +45,8 @@ var Axis = new Class({ /** * [description] * - * @property {integer} index + * @name Phaser.Input.Gamepad.Axis#index + * @type {integer} * @since 3.0.0 */ this.index = index; @@ -51,7 +54,8 @@ var Axis = new Class({ /** * Between -1 and 1 with 0 being dead center. * - * @property {float} value + * @name Phaser.Input.Gamepad.Axis#value + * @type {float} * @default 0 * @since 3.0.0 */ diff --git a/src/input/gamepad/Button.js b/src/input/gamepad/Button.js index 0d9b991bd..89e5b8059 100644 --- a/src/input/gamepad/Button.js +++ b/src/input/gamepad/Button.js @@ -27,7 +27,8 @@ var Button = new Class({ /** * [description] * - * @property {[type]} pad + * @name Phaser.Input.Gamepad.Button#pad + * @type {[type]} * @since 3.0.0 */ this.pad = pad; @@ -35,7 +36,8 @@ var Button = new Class({ /** * [description] * - * @property {[type]} events + * @name Phaser.Input.Gamepad.Button#events + * @type {[type]} * @since 3.0.0 */ this.events = pad.events; @@ -43,7 +45,8 @@ var Button = new Class({ /** * [description] * - * @property {integer} index + * @name Phaser.Input.Gamepad.Button#index + * @type {integer} * @since 3.0.0 */ this.index = index; @@ -51,7 +54,8 @@ var Button = new Class({ /** * Between 0 and 1. * - * @property {float} value + * @name Phaser.Input.Gamepad.Button#value + * @type {float} * @default 0 * @since 3.0.0 */ @@ -60,7 +64,8 @@ var Button = new Class({ /** * Can be set for Analogue buttons to enable a 'pressure' threshold before considered as 'pressed'. * - * @property {float} threshold + * @name Phaser.Input.Gamepad.Button#threshold + * @type {float} * @default 0 * @since 3.0.0 */ @@ -69,7 +74,8 @@ var Button = new Class({ /** * Is the Button being pressed down or not? * - * @property {boolean} pressed + * @name Phaser.Input.Gamepad.Button#pressed + * @type {boolean} * @default false * @since 3.0.0 */ diff --git a/src/input/gamepad/Gamepad.js b/src/input/gamepad/Gamepad.js index 6be34d5b9..9e5e23577 100644 --- a/src/input/gamepad/Gamepad.js +++ b/src/input/gamepad/Gamepad.js @@ -30,7 +30,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {Phaser.Input.Gamepad.GamepadManager} manager + * @name Phaser.Input.Gamepad.Gamepad#manager + * @type {Phaser.Input.Gamepad.GamepadManager} * @since 3.0.0 */ this.manager = manager; @@ -38,7 +39,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {[type]} events + * @name Phaser.Input.Gamepad.Gamepad#events + * @type {[type]} * @since 3.0.0 */ this.events = manager.events; @@ -46,7 +48,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {[type]} id + * @name Phaser.Input.Gamepad.Gamepad#id + * @type {[type]} * @since 3.0.0 */ this.id = id; @@ -54,7 +57,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {[type]} index + * @name Phaser.Input.Gamepad.Gamepad#index + * @type {[type]} * @since 3.0.0 */ this.index = index; @@ -62,7 +66,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {boolean} connected + * @name Phaser.Input.Gamepad.Gamepad#connected + * @type {boolean} * @default true * @since 3.0.0 */ @@ -71,7 +76,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {number} timestamp + * @name Phaser.Input.Gamepad.Gamepad#timestamp + * @type {number} * @default 0 * @since 3.0.0 */ @@ -80,7 +86,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {array} buttons + * @name Phaser.Input.Gamepad.Gamepad#buttons + * @type {array} * @default [] * @since 3.0.0 */ @@ -89,7 +96,8 @@ var Gamepad = new Class({ /** * [description] * - * @property {array} axes + * @name Phaser.Input.Gamepad.Gamepad#axes + * @type {array} * @default [] * @since 3.0.0 */ diff --git a/src/input/gamepad/GamepadManager.js b/src/input/gamepad/GamepadManager.js index 808e4d6d2..ded74b7a0 100644 --- a/src/input/gamepad/GamepadManager.js +++ b/src/input/gamepad/GamepadManager.js @@ -32,7 +32,8 @@ var GamepadManager = new Class({ /** * [description] * - * @property {Phaser.Input.InputManager} manager + * @name Phaser.Input.Gamepad.GamepadManager#manager + * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.manager = inputManager; @@ -40,7 +41,8 @@ var GamepadManager = new Class({ /** * [description] * - * @property {[type]} events + * @name Phaser.Input.Gamepad.GamepadManager#events + * @type {[type]} * @since 3.0.0 */ this.events = inputManager.events; @@ -48,7 +50,8 @@ var GamepadManager = new Class({ /** * [description] * - * @property {boolean} enabled + * @name Phaser.Input.Gamepad.GamepadManager#enabled + * @type {boolean} * @default false * @since 3.0.0 */ @@ -57,7 +60,8 @@ var GamepadManager = new Class({ /** * [description] * - * @property {null} target + * @name Phaser.Input.Gamepad.GamepadManager#target + * @type {null} * @since 3.0.0 */ this.target; @@ -65,7 +69,8 @@ var GamepadManager = new Class({ /** * [description] * - * @property {null} handler + * @name Phaser.Input.Gamepad.GamepadManager#handler + * @type {null} * @since 3.0.0 */ this.handler; @@ -73,7 +78,8 @@ var GamepadManager = new Class({ /** * [description] * - * @property {array} gamepads + * @name Phaser.Input.Gamepad.GamepadManager#gamepads + * @type {array} * @default [] * @since 3.0.0 */ @@ -82,7 +88,8 @@ var GamepadManager = new Class({ /** * Standard FIFO queue. * - * @property {array} queue + * @name Phaser.Input.Gamepad.GamepadManager#queue + * @type {array} * @default [] * @since 3.0.0 */ @@ -362,7 +369,7 @@ var GamepadManager = new Class({ * The total number of connected game pads. * * @name Phaser.Input.Gamepad.GamepadManager#total - * @property {number} total + * @type {number} * @since 3.0.0 */ total: { diff --git a/src/input/keyboard/KeyboardManager.js b/src/input/keyboard/KeyboardManager.js index 65f3ecbdf..e6803a692 100644 --- a/src/input/keyboard/KeyboardManager.js +++ b/src/input/keyboard/KeyboardManager.js @@ -25,7 +25,7 @@ var ProcessKeyUp = require('./keys/ProcessKeyUp'); * So please check your extensions before opening Phaser issues. * * @class KeyboardManager - * @extends eventemitter3 + * @extends EventEmitter * @memberOf Phaser.Input.Keyboard * @constructor * @since 3.0.0 @@ -45,7 +45,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {Phaser.Input.InputManager} manager + * @name Phaser.Input.Keyboard.KeyboardManager#manager + * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.manager = inputManager; @@ -53,7 +54,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {boolean} enabled + * @name Phaser.Input.Keyboard.KeyboardManager#enabled + * @type {boolean} * @default false * @since 3.0.0 */ @@ -62,7 +64,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {null} target + * @name Phaser.Input.Keyboard.KeyboardManager#target + * @type {null} * @since 3.0.0 */ this.target; @@ -70,7 +73,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {array} keys + * @name Phaser.Input.Keyboard.KeyboardManager#keys + * @type {array} * @default [] * @since 3.0.0 */ @@ -79,7 +83,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {array} combos + * @name Phaser.Input.Keyboard.KeyboardManager#combos + * @type {array} * @default [] * @since 3.0.0 */ @@ -88,7 +93,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {array} captures + * @name Phaser.Input.Keyboard.KeyboardManager#captures + * @type {array} * @default [] * @since 3.0.0 */ @@ -97,7 +103,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {array} queue + * @name Phaser.Input.Keyboard.KeyboardManager#queue + * @type {array} * @default [] * @since 3.0.0 */ @@ -106,7 +113,8 @@ var KeyboardManager = new Class({ /** * [description] * - * @property {any} handler + * @name Phaser.Input.Keyboard.KeyboardManager#handler + * @type {any} * @since 3.0.0 */ this.handler; diff --git a/src/input/keyboard/combo/KeyCombo.js b/src/input/keyboard/combo/KeyCombo.js index cd5930fab..68471df7a 100644 --- a/src/input/keyboard/combo/KeyCombo.js +++ b/src/input/keyboard/combo/KeyCombo.js @@ -45,7 +45,8 @@ var KeyCombo = new Class({ /** * [description] * - * @property {Phaser.Input.Keyboard.KeyboardManager} manager + * @name Phaser.Input.Keyboard.KeyCombo#manager + * @type {Phaser.Input.Keyboard.KeyboardManager} * @since 3.0.0 */ this.manager = keyboardManager; @@ -53,7 +54,8 @@ var KeyCombo = new Class({ /** * [description] * - * @property {boolean} enabled + * @name Phaser.Input.Keyboard.KeyCombo#enabled + * @type {boolean} * @default true * @since 3.0.0 */ @@ -62,7 +64,8 @@ var KeyCombo = new Class({ /** * [description] * - * @property {array} keyCodes + * @name Phaser.Input.Keyboard.KeyCombo#keyCodes + * @type {array} * @default [] * @since 3.0.0 */ @@ -91,7 +94,8 @@ var KeyCombo = new Class({ /** * The current keyCode the combo is waiting for. * - * @property {[type]} current + * @name Phaser.Input.Keyboard.KeyCombo#current + * @type {integer} * @since 3.0.0 */ this.current = this.keyCodes[0]; @@ -99,7 +103,8 @@ var KeyCombo = new Class({ /** * The current index of the key being waited for in the 'keys' string. * - * @property {number} index + * @name Phaser.Input.Keyboard.KeyCombo#index + * @type {number} * @default 0 * @since 3.0.0 */ @@ -108,7 +113,8 @@ var KeyCombo = new Class({ /** * The length of this combo (in keycodes) * - * @property {[type]} size + * @name Phaser.Input.Keyboard.KeyCombo#size + * @type {[type]} * @since 3.0.0 */ this.size = this.keyCodes.length; @@ -116,7 +122,8 @@ var KeyCombo = new Class({ /** * The time the previous key in the combo was matched. * - * @property {number} timeLastMatched + * @name Phaser.Input.Keyboard.KeyCombo#timeLastMatched + * @type {number} * @default 0 * @since 3.0.0 */ @@ -125,7 +132,8 @@ var KeyCombo = new Class({ /** * Has this Key Combo been matched yet? * - * @property {boolean} matched + * @name Phaser.Input.Keyboard.KeyCombo#matched + * @type {boolean} * @default false * @since 3.0.0 */ @@ -134,7 +142,8 @@ var KeyCombo = new Class({ /** * The time the entire combo was matched. * - * @property {number} timeMatched + * @name Phaser.Input.Keyboard.KeyCombo#timeMatched + * @type {number} * @default 0 * @since 3.0.0 */ @@ -143,7 +152,8 @@ var KeyCombo = new Class({ /** * If they press the wrong key do we reset the combo? * - * @property {boolean} resetOnWrongKey + * @name Phaser.Input.Keyboard.KeyCombo#resetOnWrongKey + * @type {boolean} * @default 0 * @since 3.0.0 */ @@ -152,7 +162,8 @@ var KeyCombo = new Class({ /** * The max delay in ms between each key press. Above this the combo is reset. 0 means disabled. * - * @property {integer} maxKeyDelay + * @name Phaser.Input.Keyboard.KeyCombo#maxKeyDelay + * @type {integer} * @default 0 * @since 3.0.0 */ @@ -161,7 +172,8 @@ var KeyCombo = new Class({ /** * If previously matched and they press Key 1 again, will it reset? * - * @property {boolean} resetOnMatch + * @name Phaser.Input.Keyboard.KeyCombo#resetOnMatch + * @type {boolean} * @default false * @since 3.0.0 */ @@ -170,7 +182,8 @@ var KeyCombo = new Class({ /** * If the combo matches, will it delete itself? * - * @property {boolean} deleteOnMatch + * @name Phaser.Input.Keyboard.KeyCombo#deleteOnMatch + * @type {boolean} * @default false * @since 3.0.0 */ @@ -205,7 +218,8 @@ var KeyCombo = new Class({ /** * [description] * - * @property {function} onKeyDown + * @name Phaser.Input.Keyboard.KeyCombo#onKeyDown + * @type {function} * @since 3.0.0 */ this.onKeyDown = onKeyDownHandler; @@ -217,7 +231,7 @@ var KeyCombo = new Class({ * How far complete is this combo? A value between 0 and 1. * * @name Phaser.Input.Keyboard.KeyCombo#progress - * @property {number} progress + * @type {number} * @readOnly * @since 3.0.0 */ diff --git a/src/input/keyboard/keys/Key.js b/src/input/keyboard/keys/Key.js index fe684cf6d..9af764257 100644 --- a/src/input/keyboard/keys/Key.js +++ b/src/input/keyboard/keys/Key.js @@ -27,7 +27,8 @@ var Key = new Class({ /** * The keycode of this key. * - * @property {integer} keyCode + * @name Phaser.Input.Keyboard.Key#keyCode + * @type {integer} * @since 3.0.0 */ this.keyCode = keyCode; @@ -35,7 +36,8 @@ var Key = new Class({ /** * The original DOM event. * - * @property {KeyboardEvent} originalEvent + * @name Phaser.Input.Keyboard.Key#originalEvent + * @type {KeyboardEvent} * @since 3.0.0 */ this.originalEvent = undefined; @@ -43,7 +45,8 @@ var Key = new Class({ /** * Should this Key prevent event propagation? * - * @property {boolean} preventDefault + * @name Phaser.Input.Keyboard.Key#preventDefault + * @type {boolean} * @default true * @since 3.0.0 */ @@ -52,7 +55,8 @@ var Key = new Class({ /** * Can this Key be processed? * - * @property {boolean} enabled + * @name Phaser.Input.Keyboard.Key#enabled + * @type {boolean} * @default true * @since 3.0.0 */ @@ -61,7 +65,8 @@ var Key = new Class({ /** * The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down. * - * @property {boolean} isDown + * @name Phaser.Input.Keyboard.Key#isDown + * @type {boolean} * @default false * @since 3.0.0 */ @@ -70,7 +75,8 @@ var Key = new Class({ /** * The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up. * - * @property {boolean} isUp + * @name Phaser.Input.Keyboard.Key#isUp + * @type {boolean} * @default true * @since 3.0.0 */ @@ -79,7 +85,8 @@ var Key = new Class({ /** * The down state of the ALT key, if pressed at the same time as this key. * - * @property {boolean} altKey + * @name Phaser.Input.Keyboard.Key#altKey + * @type {boolean} * @default false * @since 3.0.0 */ @@ -88,7 +95,8 @@ var Key = new Class({ /** * The down state of the CTRL key, if pressed at the same time as this key. * - * @property {boolean} ctrlKey + * @name Phaser.Input.Keyboard.Key#ctrlKey + * @type {boolean} * @default false * @since 3.0.0 */ @@ -97,7 +105,8 @@ var Key = new Class({ /** * The down state of the SHIFT key, if pressed at the same time as this key. * - * @property {boolean} shiftKey + * @name Phaser.Input.Keyboard.Key#shiftKey + * @type {boolean} * @default false * @since 3.0.0 */ @@ -106,7 +115,8 @@ var Key = new Class({ /** * The location of the modifier key. 0 for standard (or unknown), 1 for left, 2 for right, 3 for numpad. * - * @property {number} location + * @name Phaser.Input.Keyboard.Key#location + * @type {number} * @default 0 * @since 3.0.0 */ @@ -115,7 +125,8 @@ var Key = new Class({ /** * The timestamp when the key was last pressed down. * - * @property {number} timeDown + * @name Phaser.Input.Keyboard.Key#timeDown + * @type {number} * @default 0 * @since 3.0.0 */ @@ -126,7 +137,8 @@ var Key = new Class({ * If the key is down this value holds the duration of that key press and is constantly updated. * If the key is up it holds the duration of the previous down session. * - * @property {number} duration + * @name Phaser.Input.Keyboard.Key#duration + * @type {number} * @default 0 * @since 3.0.0 */ @@ -135,7 +147,8 @@ var Key = new Class({ /** * The timestamp when the key was last released. * - * @property {number} timeUp + * @name Phaser.Input.Keyboard.Key#timeUp + * @type {number} * @default 0 * @since 3.0.0 */ @@ -144,7 +157,8 @@ var Key = new Class({ /** * If a key is held down this holds down the number of times the key has 'repeated'. * - * @property {number} repeats + * @name Phaser.Input.Keyboard.Key#repeats + * @type {number} * @default 0 * @since 3.0.0 */ @@ -153,7 +167,8 @@ var Key = new Class({ /** * True if the key has just been pressed (NOTE: requires to be reset, see justDown getter) * - * @property {boolean} _justDown + * @name Phaser.Input.Keyboard.Key#_justDown + * @type {boolean} * @private * @default false * @since 3.0.0 @@ -163,7 +178,8 @@ var Key = new Class({ /** * True if the key has just been pressed (NOTE: requires to be reset, see justDown getter) * - * @property {boolean} _justUp + * @name Phaser.Input.Keyboard.Key#_justUp + * @type {boolean} * @private * @default false * @since 3.0.0 diff --git a/src/input/mouse/MouseManager.js b/src/input/mouse/MouseManager.js index 0edb35ea8..09c94bc35 100644 --- a/src/input/mouse/MouseManager.js +++ b/src/input/mouse/MouseManager.js @@ -30,7 +30,8 @@ var MouseManager = new Class({ /** * [description] * - * @property {Phaser.Input.InputManager} manager + * @name Phaser.Input.Mouse.MouseManager#manager + * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.manager = inputManager; @@ -38,7 +39,8 @@ var MouseManager = new Class({ /** * If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully. * - * @property {boolean} capture + * @name Phaser.Input.Mouse.MouseManager#capture + * @type {boolean} * @default true * @since 3.0.0 */ @@ -47,7 +49,8 @@ var MouseManager = new Class({ /** * [description] * - * @property {boolean} enabled + * @name Phaser.Input.Mouse.MouseManager#enabled + * @type {boolean} * @default false * @since 3.0.0 */ @@ -56,7 +59,8 @@ var MouseManager = new Class({ /** * [description] * - * @property {null} target + * @name Phaser.Input.Mouse.MouseManager#target + * @type {null} * @since 3.0.0 */ this.target; @@ -64,7 +68,8 @@ var MouseManager = new Class({ /** * [description] * - * @property {null} handler + * @name Phaser.Input.Mouse.MouseManager#handler + * @type {null} * @since 3.0.0 */ this.handler; @@ -72,7 +77,8 @@ var MouseManager = new Class({ /** * If the mouse has been pointer locked successfully this will be set to true. * - * @property {boolean} locked + * @name Phaser.Input.Mouse.MouseManager#locked + * @type {boolean} * @default false * @since 3.0.0 */ @@ -115,7 +121,7 @@ var MouseManager = new Class({ * @method Phaser.Input.Mouse.MouseManager#disableContextMenu * @since 3.0.0 * - * @return {[type]} [description] + * @return {Phaser.Input.Mouse.MouseManager} [description] */ disableContextMenu: function () { diff --git a/src/input/touch/TouchManager.js b/src/input/touch/TouchManager.js index d678789bf..b62a52c80 100644 --- a/src/input/touch/TouchManager.js +++ b/src/input/touch/TouchManager.js @@ -30,7 +30,8 @@ var TouchManager = new Class({ /** * [description] * - * @property {Phaser.Input.InputManager} manager + * @name Phaser.Input.Touch.TouchManager#manager + * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.manager = inputManager; @@ -38,7 +39,8 @@ var TouchManager = new Class({ /** * If true the DOM events will have event.preventDefault applied to them, if false they will propagate fully. * - * @property {boolean} capture + * @name Phaser.Input.Touch.TouchManager#capture + * @type {boolean} * @default true * @since 3.0.0 */ @@ -47,7 +49,8 @@ var TouchManager = new Class({ /** * [description] * - * @property {boolean} enabled + * @name Phaser.Input.Touch.TouchManager#enabled + * @type {boolean} * @default false * @since 3.0.0 */ @@ -56,7 +59,8 @@ var TouchManager = new Class({ /** * [description] * - * @property {null} target + * @name Phaser.Input.Touch.TouchManager#target + * @type {null} * @since 3.0.0 */ this.target; @@ -64,7 +68,8 @@ var TouchManager = new Class({ /** * [description] * - * @property {function} handler + * @name Phaser.Input.Touch.TouchManager#handler + * @type {function} * @since 3.0.0 */ this.handler;