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jsdoc fix.
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2 changed files with 2 additions and 2 deletions
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@ -156,7 +156,7 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
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/**
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* If {@link #enableBody} is true this is the type of physics body that is created on new Sprites.
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*
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* The valid values are {@link Phaser.Physics.ARCADE}, {@link Phaser.Physics.P2}, {@link Phaser.Physics.NINJA}, etc.
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* The valid values are {@link Phaser.Physics.ARCADE}, {@link Phaser.Physics.P2JS}, {@link Phaser.Physics.NINJA}, etc.
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* @property {integer} physicsBodyType
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*/
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this.physicsBodyType = physicsBodyType;
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@ -164,7 +164,7 @@ Phaser.GameObjectFactory.prototype = {
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* are automatically given a physics body.
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*
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* @method Phaser.GameObjectFactory#physicsGroup
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* @param {number} [physicsBodyType=Phaser.Physics.ARCADE] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
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* @param {number} [physicsBodyType=Phaser.Physics.ARCADE] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc.
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* @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
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