Types fix

This commit is contained in:
Richard Davey 2023-02-17 17:25:11 +00:00
parent 79ca4785f9
commit 5ad4cbba7d
5 changed files with 27 additions and 22 deletions

View file

@ -310,7 +310,7 @@ var FX = new Class({
* @param {number} [innerStrength=0] - The strength of the glow inward from the edge of the Sprite.
* @param {boolean} [knockout=false] - If `true` only the glow is drawn, not the texture itself.
*
* @return {Phaser.FX.Controller.Glow} The Glow FX Controller.
* @return {Phaser.FX.Glow} The Glow FX Controller.
*/
addGlow: function (color, distance, outerStrength, innerStrength, knockout)
{
@ -331,7 +331,7 @@ var FX = new Class({
* @param {number} [samples=6] - The number of samples that the shadow effect will run for. An integer between 1 and 12.
* @param {number} [intensity=1] - The intensity of the shadow effect.
*
* @return {Phaser.FX.Controller.Shadow} The Shadow FX Controller.
* @return {Phaser.FX.Shadow} The Shadow FX Controller.
*/
addShadow: function (x, y, decay, power, color, samples, intensity)
{
@ -346,7 +346,7 @@ var FX = new Class({
*
* @param {number} [amount=1] - The amount of pixelation to apply.
*
* @return {Phaser.FX.Controller.Pixelate} The Pixelate FX Controller.
* @return {Phaser.FX.Pixelate} The Pixelate FX Controller.
*/
addPixelate: function (amount)
{
@ -364,7 +364,7 @@ var FX = new Class({
* @param {number} [radius=0.5] - The radius of the vignette effect. This value is normalized to the range 0 to 1.
* @param {number} [strength=0.5] - The strength of the vignette effect.
*
* @return {Phaser.FX.Controller.Vignette} The Vignette FX Controller.
* @return {Phaser.FX.Vignette} The Vignette FX Controller.
*/
addVignette: function (x, y, radius, strength)
{
@ -382,7 +382,7 @@ var FX = new Class({
* @param {number} [gradient=3] - The gradient of the Shine effect.
* @param {boolean} [reveal=false] - Does this Shine effect reveal or get added to its target?
*
* @return {Phaser.FX.Controller.Shine} The Shine FX Controller.
* @return {Phaser.FX.Shine} The Shine FX Controller.
*/
addShine: function (speed, lineWidth, gradient, reveal)
{
@ -402,7 +402,7 @@ var FX = new Class({
* @param {number} [color=0xffffff] - The color of the blur, as a hex value.
* @param {number} [steps=4] - The number of steps to run the blur effect for. This value should always be an integer.
*
* @return {Phaser.FX.Controller.Blur} The Blur FX Controller.
* @return {Phaser.FX.Blur} The Blur FX Controller.
*/
addBlur: function (quality, x, y, strength, color, steps)
{
@ -424,7 +424,7 @@ var FX = new Class({
* @param {number} [toY=1] - The vertical position the gradient will end at. This value is noralized, between 0 and 1 and is not in pixels.
* @param {number} [size=0] - How many 'chunks' the gradient is divided in to, as spread over the entire height of the texture. Leave this at zero for a smooth gradient, or set higher for a more retro chunky effect.
*
* @return {Phaser.FX.Controller.Gradient} The Gradient FX Controller.
* @return {Phaser.FX.Gradient} The Gradient FX Controller.
*/
addGradient: function (color1, color2, alpha, fromX, fromY, toX, toY, size)
{
@ -444,7 +444,7 @@ var FX = new Class({
* @param {number} [strength=1] - The strength of the blend process of the bloom effect.
* @param {number} [steps=4] - The number of steps to run the Bloom effect for. This value should always be an integer.
*
* @return {Phaser.FX.Controller.Bloom} The Bloom FX Controller.
* @return {Phaser.FX.Bloom} The Bloom FX Controller.
*/
addBloom: function (color, offsetX, offsetY, blurStrength, strength, steps)
{
@ -457,7 +457,7 @@ var FX = new Class({
* @method Phaser.GameObjects.Components.FX#addColorMatrix
* @since 3.60.0
*
* @return {Phaser.FX.Controller.ColorMatrix} The ColorMatrix FX Controller.
* @return {Phaser.FX.ColorMatrix} The ColorMatrix FX Controller.
*/
addColorMatrix: function ()
{
@ -476,7 +476,7 @@ var FX = new Class({
* @param {number} [scale=1] - The scale of the circle. The default scale is 1, which is a circle the full size of the underlying texture.
* @param {number} [feather=0.005] - The amount of feathering to apply to the circle from the ring.
*
* @return {Phaser.FX.Controller.Circle} The Circle FX Controller.
* @return {Phaser.FX.Circle} The Circle FX Controller.
*/
addCircle: function (thickness, color, backgroundColor, scale, feather)
{
@ -491,7 +491,7 @@ var FX = new Class({
*
* @param {number} [amount=1] - The amount of distortion applied to the barrel effect. Typically keep this within the range 0 (no distortion) to 1.
*
* @return {Phaser.FX.Controller.Barrel} The Barrel FX Controller.
* @return {Phaser.FX.Barrel} The Barrel FX Controller.
*/
addBarrel: function (amount)
{
@ -508,7 +508,7 @@ var FX = new Class({
* @param {number} [x=0.005] - The amount of horizontal displacement to apply.
* @param {number} [y=0.005] - The amount of vertical displacement to apply.
*
* @return {Phaser.FX.Controller.Displacement} The Displacement FX Controller.
* @return {Phaser.FX.Displacement} The Displacement FX Controller.
*/
addDisplacement: function (displacementTexture, x, y)
{
@ -525,7 +525,7 @@ var FX = new Class({
* @param {number} [direction=0] - The direction of the wipe effect. Either 0 or 1. Set in conjunction with the axis property.
* @param {number} [axis=0] - The axis of the wipe effect. Either 0 or 1. Set in conjunction with the direction property.
*
* @return {Phaser.FX.Controller.Wipe} The Wipe FX Controller.
* @return {Phaser.FX.Wipe} The Wipe FX Controller.
*/
addWipe: function (wipeWidth, direction, axis)
{
@ -542,7 +542,7 @@ var FX = new Class({
* @param {number} [direction=0] - The direction of the wipe effect. Either 0 or 1. Set in conjunction with the axis property.
* @param {number} [axis=0] - The axis of the wipe effect. Either 0 or 1. Set in conjunction with the direction property.
*
* @return {Phaser.FX.Controller.Wipe} The Wipe FX Controller.
* @return {Phaser.FX.Wipe} The Wipe FX Controller.
*/
addReveal: function (wipeWidth, direction, axis)
{
@ -559,7 +559,7 @@ var FX = new Class({
* @param {number} [amount=1] - The amount of the bokeh effect.
* @param {number} [contrast=0.2] - The color contrast of the bokeh effect.
*
* @return {Phaser.FX.Controller.Bokeh} The Bokeh FX Controller.
* @return {Phaser.FX.Bokeh} The Bokeh FX Controller.
*/
addBokeh: function (radius, amount, contrast)
{
@ -579,7 +579,7 @@ var FX = new Class({
* @param {number} [blurY=1] - If Tilt Shift, the amount of vertical blur.
* @param {number} [strength=1] - If Tilt Shift, the strength of the blur.
*
* @return {Phaser.FX.Controller.Bokeh} The TiltShift FX Controller.
* @return {Phaser.FX.Bokeh} The Bokeh TiltShift FX Controller.
*/
addTiltShift: function (radius, amount, contrast, blurX, blurY, strength)
{

View file

@ -114,19 +114,19 @@ var Size = {
* @method Phaser.GameObjects.Components.Size#setSizeToFrame
* @since 3.0.0
*
* @param {Phaser.Textures.Frame} frame - The frame to base the size of this Game Object on.
* @param {Phaser.Textures.Frame|boolean} [frame] - The frame to base the size of this Game Object on.
*
* @return {this} This Game Object instance.
*/
setSizeToFrame: function (frame)
{
if (frame === undefined) { frame = this.frame; }
if (!frame) { frame = this.frame; }
this.width = frame.realWidth;
this.height = frame.realHeight;
var input = this.input;
if (input && !input.customHitArea)
{
input.hitArea.width = this.width;

View file

@ -198,8 +198,11 @@ var Plane = new Class({
*
* @method Phaser.GameObjects.Plane#setSizeToFrame
* @since 3.60.0
* @override
*
* @param {boolean} [resetUV=true] - Reset all of the cell UV coordinates?
*
* @return {this} This Game Object instance.
*/
setSizeToFrame: function (resetUV)
{
@ -216,7 +219,7 @@ var Plane = new Class({
if (!resetUV)
{
return;
return this;
}
// Reset UV coordinates if frame has changed
@ -293,6 +296,8 @@ var Plane = new Class({
}
}
}
return this;
},
/**

View file

@ -14,7 +14,7 @@ var Shaders = require('../shaders');
/**
* @classdesc
*
* @class FX
* @class FXPipeline
* @extends Phaser.Renderer.WebGL.Pipelines.PreFXPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines
* @constructor

View file

@ -20,5 +20,5 @@
* @property {number} [coneInnerAngle=360] - The angle, in degrees, of a cone inside of which there will be no volume reduction.
* @property {number} [coneOuterAngle=0] - The angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` property.
* @property {number} [coneOuterGain=0] - The amount of volume reduction outside the cone defined by the `coneOuterAngle` attribute. Its default value is 0, meaning that no sound can be heard. A value between 0 and 1.
* @property {Phaser.Math.Vector2Like} [follow] - Set this Sound object to automatically track the x/y position of this object. Can be a Phaser Game Object, Vec2 or anything that exposes public x/y properties.
* @property {Phaser.Types.Math.Vector2Like} [follow] - Set this Sound object to automatically track the x/y position of this object. Can be a Phaser Game Object, Vec2 or anything that exposes public x/y properties.
*/