Fixed bug in AnimationConfig jsdoc and filled in several empty descriptions

This commit is contained in:
Travis O'Neal 2018-04-19 11:36:13 -04:00
parent 6772a548dc
commit 67ea16e3b2

View file

@ -13,7 +13,7 @@ var GetValue = require('../utils/object/GetValue');
/**
* @typedef {object} JSONAnimation
*
* @property {string} key - [description]
* @property {string} key - The key that the animation will be associated with. i.e. sprite.animations.play(key)
* @property {string} type - A frame based animation (as opposed to a bone based animation)
* @property {JSONAnimationFrame[]} frames - [description]
* @property {integer} frameRate - The frame rate of playback in frames per second (default 24 if duration is null)
@ -30,7 +30,7 @@ var GetValue = require('../utils/object/GetValue');
/**
* @typedef {object} AnimationFrameConfig
*
* @property {string} key - [description]
* @property {string} key - The key that the animation will be associated with. i.e. sprite.animations.play(key)
* @property {(string|number)} frame - [description]
* @property {float} [duration=0] - [description]
* @property {boolean} [visible] - [description]
@ -39,8 +39,9 @@ var GetValue = require('../utils/object/GetValue');
/**
* @typedef {object} AnimationConfig
*
* @property {AnimationFrameConfig[]} [frames] - [description]
* @property {string} [defaultTextureKey=null] - [description]
* @property {string} [key] - The key that the animation will be associated with. i.e. sprite.animations.play(key)
* @property {AnimationFrameConfig[]} [frames] - An object containing data used to generate the frames for the animation
* @property {string} [defaultTextureKey=null] - The key of the texture all frames of the animation will use. Can be overridden on a per frame basis.
* @property {integer} [frameRate] - The frame rate of playback in frames per second (default 24 if duration is null)
* @property {integer} [duration] - How long the animation should play for in milliseconds. If not given its derived from frameRate.
* @property {boolean} [skipMissedFrames=true] - Skip frames if the time lags, or always advanced anyway?
@ -78,7 +79,7 @@ var Animation = new Class({
function Animation (manager, key, config)
{
/**
* [description]
* A reference to the global Animation Manager
*
* @name Phaser.Animations.Animation#manager
* @type {Phaser.Animations.AnimationManager}
@ -87,7 +88,7 @@ var Animation = new Class({
this.manager = manager;
/**
* [description]
* The unique identifying string for this animation
*
* @name Phaser.Animations.Animation#key
* @type {string}
@ -366,15 +367,15 @@ var Animation = new Class({
},
/**
* [description]
* Returns the AnimationFrame at the provided index
*
* @method Phaser.Animations.Animation#getFrameAt
* @protected
* @since 3.0.0
*
* @param {integer} index - [description]
* @param {integer} index - The index in the AnimationFrame array
*
* @return {Phaser.Animations.AnimationFrame} [description]
* @return {Phaser.Animations.AnimationFrame} The frame at the index provided from the animation sequence
*/
getFrameAt: function (index)
{
@ -660,12 +661,13 @@ var Animation = new Class({
},
/**
* [description]
* Removes a frame from the AnimationFrame array at the provided index
* and updates the animation accordingly.
*
* @method Phaser.Animations.Animation#removeFrameAt
* @since 3.0.0
*
* @param {integer} index - [description]
* @param {integer} index - The index in the AnimationFrame array
*
* @return {Phaser.Animations.Animation} This Animation object.
*/