Fixed jsdocs and removed functions not needed

This commit is contained in:
Richard Davey 2023-01-16 16:03:47 +00:00
parent acbcaf1c69
commit 5a96f528f9

View file

@ -7,6 +7,7 @@
var Add = require('../../utils/array/Add');
var Class = require('../../utils/Class');
var Components = require('../components');
var ComponentsToJSON = require('./components/ToJSON');
var CopyFrom = require('../../geom/rectangle/CopyFrom');
var DeathZone = require('./zones/DeathZone');
var EdgeZone = require('./zones/EdgeZone');
@ -559,10 +560,12 @@ var ParticleEmitter = new Class({
/**
* Controls if the emitter is currently emitting a particle flow (when frequency >= 0).
*
* Already alive particles will continue to update until they expire.
*
* Controlled by {@link Phaser.GameObjects.Particles.ParticleEmitter#start} and {@link Phaser.GameObjects.Particles.ParticleEmitter#stop}.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#on
* @name Phaser.GameObjects.Particles.ParticleEmitter#emitting
* @type {boolean}
* @default true
* @since 3.0.0
@ -571,8 +574,11 @@ var ParticleEmitter = new Class({
/**
* Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive.
*
* Set to false to send them to the back.
*
* Also see the `sortOrder` property for more complex particle sorting.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#particleBringToTop
* @type {boolean}
* @default true
@ -1103,13 +1109,11 @@ var ParticleEmitter = new Class({
* @method Phaser.GameObjects.Particles.ParticleEmitter#toJSON
* @since 3.0.0
*
* @param {object} [output] - An object to copy output into.
*
* @return {object} - The output object.
* @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
*/
toJSON: function (output)
toJSON: function ()
{
if (output === undefined) { output = {}; }
var output = ComponentsToJSON(this);
var i = 0;
var key = '';
@ -1455,8 +1459,10 @@ var ParticleEmitter = new Class({
*
* To remove the boundary, set {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds} to null.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setBounds
* @since 3.0.0
* Particles will rebound off the edges of the boundary.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setParticleBounds
* @since 3.60.0
*
* @param {(number|Phaser.Types.GameObjects.Particles.ParticleEmitterBounds|Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt)} x - The x-coordinate of the left edge of the boundary, or an object representing a rectangle.
* @param {number} y - The y-coordinate of the top edge of the boundary.
@ -1465,7 +1471,7 @@ var ParticleEmitter = new Class({
*
* @return {this} This Particle Emitter.
*/
setBounds: function (x, y, width, height)
setParticleBounds: function (x, y, width, height)
{
if (typeof x === 'object')
{
@ -1489,63 +1495,33 @@ var ParticleEmitter = new Class({
return this;
},
/**
* Sets the initial horizontal speed of emitted particles.
* Changes the emitter to point mode.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setSpeedX
* @since 3.0.0
*
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
*
* @return {this} This Particle Emitter.
*/
setSpeedX: function (value)
{
this.ops.speedX.onChange(value);
// If you specify speedX and Y then it changes the emitter from radial to a point emitter
this.radial = false;
return this;
},
/**
* Sets the initial vertical speed of emitted particles.
* Changes the emitter to point mode.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setSpeedY
* @since 3.0.0
*
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
*
* @return {this} This Particle Emitter.
*/
setSpeedY: function (value)
{
this.ops.speedY.onChange(value);
// If you specify speedX and Y then it changes the emitter from radial to a point emitter
this.radial = false;
return this;
},
/**
* Sets the initial radial speed of emitted particles.
*
* Changes the emitter to radial mode.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setSpeed
* @since 3.0.0
* @method Phaser.GameObjects.Particles.ParticleEmitter#setParticleSpeed
* @since 3.60.0
*
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
* @param {number} x - The horizontal scale of the emitted Particles.
* @param {number} [y=x] - The vertical scale of emitted Particles. If not set it will use the `x` value.
*
* @return {this} This Particle Emitter.
*/
setSpeed: function (value)
setParticleSpeed: function (x, y)
{
this.ops.speedX.onChange(value);
this.ops.speedY.active = false;
if (y === undefined) { y = x; }
this.ops.speedX.onChange(x);
if (x === y)
{
this.ops.speedY.active = false;
}
else
{
this.ops.speedY.onChange(y);
}
// If you specify speedX and Y then it changes the emitter from radial to a point emitter
this.radial = true;
@ -1554,69 +1530,25 @@ var ParticleEmitter = new Class({
},
/**
* Sets the horizontal scale of emitted particles.
* Sets the vertical and horizontal scale of the emitted particles.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setScaleX
* @since 3.0.0
* You can also set the scale of the entire emitter via `setScale`.
*
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
* @method Phaser.GameObjects.Particles.ParticleEmitter#setParticleScale
* @since 3.60.0
*
* @param {number} [x=1] - The horizontal scale of the emitted Particles.
* @param {number} [y=x] - The vertical scale of emitted Particles. If not set it will use the `x` value.
*
* @return {this} This Particle Emitter.
*/
setScaleX: function (value)
setParticleScale: function (x, y)
{
this.ops.scaleX.onChange(value);
if (x === undefined) { x = 1; }
if (y === undefined) { y = x; }
return this;
},
/**
* Sets the vertical scale of emitted particles.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setScaleY
* @since 3.0.0
*
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
*
* @return {this} This Particle Emitter.
*/
setScaleY: function (value)
{
this.ops.scaleY.onChange(value);
return this;
},
/**
* Sets the horizontal gravity applied to emitted particles.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setGravityX
* @since 3.0.0
*
* @param {number} value - Acceleration due to gravity, in pixels per second squared.
*
* @return {this} This Particle Emitter.
*/
setGravityX: function (value)
{
this.gravityX = value;
return this;
},
/**
* Sets the vertical gravity applied to emitted particles.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setGravityY
* @since 3.0.0
*
* @param {number} value - Acceleration due to gravity, in pixels per second squared.
*
* @return {this} This Particle Emitter.
*/
setGravityY: function (value)
{
this.gravityY = value;
this.ops.scaleX.onChange(x);
this.ops.scaleY.onChange(y);
return this;
},
@ -1624,15 +1556,15 @@ var ParticleEmitter = new Class({
/**
* Sets the gravity applied to emitted particles.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setGravity
* @since 3.0.0
* @method Phaser.GameObjects.Particles.ParticleEmitter#setParticleGravity
* @since 3.60.0
*
* @param {number} x - Horizontal acceleration due to gravity, in pixels per second squared.
* @param {number} y - Vertical acceleration due to gravity, in pixels per second squared.
* @param {number} x - Horizontal acceleration due to gravity, in pixels per second squared. Set to zero for no gravity.
* @param {number} y - Vertical acceleration due to gravity, in pixels per second squared. Set to zero for no gravity.
*
* @return {this} This Particle Emitter.
*/
setGravity: function (x, y)
setParticleGravity: function (x, y)
{
this.gravityX = x;
this.gravityY = y;
@ -1641,16 +1573,18 @@ var ParticleEmitter = new Class({
},
/**
* Sets the opacity of emitted particles.
* Sets the opacity (alpha) of emitted particles.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setAlpha
* @since 3.0.0
* You can also set the alpha of the entire emitter via `setAlpha`.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setParticleAlpha
* @since 3.60.0
*
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - A value between 0 (transparent) and 1 (opaque).
*
* @return {this} This Particle Emitter.
*/
setAlpha: function (value)
setParticleAlpha: function (value)
{
this.ops.alpha.onChange(value);
@ -1660,15 +1594,17 @@ var ParticleEmitter = new Class({
/**
* Sets the color tint of emitted particles.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setTint
* @since 3.22.0
* This is a WebGL only feature.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setParticleTint
* @since 3.60.0
* @webglOnly
*
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - A value between 0 and 0xffffff.
*
* @return {this} This Particle Emitter.
*/
setTint: function (value)
setParticleTint: function (value)
{
this.ops.tint.onChange(value);
@ -1678,10 +1614,12 @@ var ParticleEmitter = new Class({
/**
* Sets the angle of a {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle stream.
*
* The value is given in degrees using Phaser's right-handed coordinate system.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setEmitterAngle
* @since 3.0.0
*
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The angle of the initial velocity of emitted particles.
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The angle of the initial velocity of emitted particles, in degrees.
*
* @return {this} This Particle Emitter.
*/
@ -1693,16 +1631,16 @@ var ParticleEmitter = new Class({
},
/**
* Sets the lifespan of newly emitted particles.
* Sets the lifespan of newly emitted particles in milliseconds.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setLifespan
* @since 3.0.0
* @method Phaser.GameObjects.Particles.ParticleEmitter#setParticleLifespan
* @since 3.60.0
*
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The particle lifespan, in ms.
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The lifespan of a particle, in ms.
*
* @return {this} This Particle Emitter.
*/
setLifespan: function (value)
setParticleLifespan: function (value)
{
this.lifespan.onChange(value);
@ -1752,27 +1690,6 @@ var ParticleEmitter = new Class({
return this;
},
/**
* Adds a new Particle Death Zone to this Particle Emitter.
*
* This method is an alias for `ParticleEmitter#addDeathZone` and is retained for
* backward API compatibility only. Please note that calling this method multiple
* times will add multiple death zones to this Emitter.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone
* @since 3.0.0
*
* @param {Phaser.GameObjects.Particles.Zones.DeathZone|Phaser.Types.GameObjects.Particles.ParticleEmitterDeathZoneConfig} zone - A Death Zone configuration object, or a Death Zone instance.
*
* @return {this} This Particle Emitter.
*/
setDeathZone: function (zoneConfig)
{
this.addDeathZone(zoneConfig);
return this;
},
/**
* Adds a new Particle Death Zone to this Emitter.
*
@ -1784,7 +1701,8 @@ var ParticleEmitter = new Class({
* it supports a `contains` function. You can set the `type` to be either `onEnter`
* or `onLeave`.
*
* A Death Zone can only exist once within this Emitter.
* A single Death Zone instance can only exist once within this Emitter, but can belong
* to multiple Emitters.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#addDeathZone
* @since 3.60.0
@ -2136,11 +2054,11 @@ var ParticleEmitter = new Class({
* @method Phaser.GameObjects.Particles.ParticleEmitter#reserve
* @since 3.0.0
*
* @param {number} particleCount - The number of particles to create.
* @param {number} count - The number of particles to create.
*
* @return {this} This Particle Emitter.
*/
reserve: function (particleCount)
reserve: function (count)
{
var dead = this.dead;
@ -2148,13 +2066,13 @@ var ParticleEmitter = new Class({
{
var total = this.getParticleCount();
if (total + particleCount > this.maxParticles)
if (total + count > this.maxParticles)
{
particleCount = this.maxParticles - (total + particleCount);
count = this.maxParticles - (total + count);
}
}
for (var i = 0; i < particleCount; i++)
for (var i = 0; i < count; i++)
{
dead.push(new this.particleClass(this));
}