Tidied up jsdoc blocks.

This commit is contained in:
photonstorm 2014-04-15 00:57:35 +01:00
parent eeff786eb2
commit 563e581049

View file

@ -148,7 +148,6 @@ Phaser.Animation.prototype = {
* Plays this animation.
*
* @method Phaser.Animation#play
* @memberof Phaser.Animation
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
@ -205,7 +204,6 @@ Phaser.Animation.prototype = {
* Sets this animation back to the first frame and restarts the animation.
*
* @method Phaser.Animation#restart
* @memberof Phaser.Animation
*/
restart: function () {
@ -230,7 +228,6 @@ Phaser.Animation.prototype = {
* If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
*
* @method Phaser.Animation#stop
* @memberof Phaser.Animation
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
* @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
*/
@ -260,7 +257,6 @@ Phaser.Animation.prototype = {
* Called when the Game enters a paused state.
*
* @method Phaser.Animation#onPause
* @memberof Phaser.Animation
*/
onPause: function () {
@ -275,7 +271,6 @@ Phaser.Animation.prototype = {
* Called when the Game resumes from a paused state.
*
* @method Phaser.Animation#onResume
* @memberof Phaser.Animation
*/
onResume: function () {
@ -290,7 +285,6 @@ Phaser.Animation.prototype = {
* Updates this animation. Called automatically by the AnimationManager.
*
* @method Phaser.Animation#update
* @memberof Phaser.Animation
*/
update: function () {
@ -375,7 +369,6 @@ Phaser.Animation.prototype = {
* Cleans up this animation ready for deletion. Nulls all values and references.
*
* @method Phaser.Animation#destroy
* @memberof Phaser.Animation
*/
destroy: function () {
@ -400,7 +393,6 @@ Phaser.Animation.prototype = {
* Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.
*
* @method Phaser.Animation#complete
* @memberof Phaser.Animation
*/
complete: function () {