diff --git a/src/animation/Animation.js b/src/animation/Animation.js index 9959c6eb2..a1a8d6e8f 100644 --- a/src/animation/Animation.js +++ b/src/animation/Animation.js @@ -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 () {