diff --git a/src/animations/Animation.js b/src/animations/Animation.js index 7d343c4f4..d4e12200b 100644 --- a/src/animations/Animation.js +++ b/src/animations/Animation.js @@ -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. */