jsdoc fixes

This commit is contained in:
photonstorm 2014-11-17 21:09:49 +00:00
parent 53422b97f4
commit 8a45ad2ebd

View file

@ -20,8 +20,7 @@ Phaser.Time = function (game) {
this.game = game;
/**
* @property {number} time - Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead.
* - This always contains Date.now, but Phaser.Time.now will hold the high resolution RAF timer value (if RAF is available)
* @property {number} time - This always contains the Date.now value.
* @protected
*/
this.time = 0;
@ -33,13 +32,14 @@ Phaser.Time = function (game) {
this.prevTime = 0;
/**
* @property {number} now - The time right now.
* @property {number} now - The high resolution RAF timer value (if RAF is available) or Date.now if using setTimeout.
* @protected
*/
this.now = 0;
/**
* @property {number} elapsed - Elapsed time since the last frame (in ms).
* @property {number} elapsed - Elapsed time since the last frame. In ms if running under setTimeout or an integer if using RAF.
* @see Phaser.Time.time
* @protected
*/
this.elapsed = 0;
@ -51,32 +51,22 @@ Phaser.Time = function (game) {
this.pausedTime = 0;
/**
* @property {number} desiredFps = 60 - The desired frame-rate for this project.
*/
* @property {number} desiredFps - The desired frame rate of your game.
* @default
*/
this.desiredFps = 60;
/**
* @property {number} suggestedFps = null - The suggested frame-rate for this project.
* NOTE: not available until after a few frames have passed, it is recommended to use this after a few seconds (eg. after the menus)
*/
* @property {number} suggestedFps = The suggested frame rate for your game, based on an averaged real frame rate.
* NOTE: Not available until after a few frames have passed, it is recommended to use this after a few seconds (eg. after the menus)
* @default
*/
this.suggestedFps = null;
/**
* @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated
* @private
*/
this._frameCount = 0;
/**
* @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated
* @private
*/
this._elapsedAccumulator = 0;
/**
* @property {number} slowMotion = 1.0 - Scaling factor to make the game move smoothly in slow motion (1.0 = normal speed, 2.0 = half speed)
* @type {Number}
*/
* @property {number} slowMotion = 1.0 - Scaling factor to make the game move smoothly in slow motion (1.0 = normal speed, 2.0 = half speed)
* @default
*/
this.slowMotion = 1.0;
/**
@ -113,20 +103,19 @@ Phaser.Time = function (game) {
this.msMax = 0;
/**
* @property {number} physicsElapsed - The elapsed time calculated for the physics motion updates. In a stable 60fps system this will be 0.016 every frame.
* @property {number} physicsElapsed - The physics motion value as used by Arcade Physics. Equivalent to 1.0 / Time.desiredFps.
*/
this.physicsElapsed = 0;
/**
* @property {number} deltaCap - If you need to cap the delta timer, set the value here. For 60fps the delta should be 0.016, so try variances just above this.
* @deprecated No longer used internally
*/
this.deltaCap = 0;
/**
* @property {number} timeCap - If the difference in time between two frame updates exceeds this value in ms, the frame time is reset to avoid huge elapsed counts.
* - assumes a desiredFps of 60
*
* DEPRECATED: this no longer has any effect since the change to fixed-time stepping in game.update 3rd November 2014
* @deprecated This no longer has any effect since the change to fixed-time stepping in game.update
*/
this.timeCap = 1000 / 60;
@ -155,6 +144,18 @@ Phaser.Time = function (game) {
*/
this.events = new Phaser.Timer(this.game, false);
/**
* @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated
* @private
*/
this._frameCount = 0;
/**
* @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated
* @private
*/
this._elapsedAccumulator = 0;
/**
* @property {number} _started - The time at which the Game instance started.
* @private
@ -309,11 +310,6 @@ Phaser.Time.prototype = {
// Set the physics elapsed time... this will always be 1 / this.desiredFps because we're using fixed time steps in game.update now
this.physicsElapsed = 1 / this.desiredFps;
if (this.deltaCap > 0 && this.physicsElapsed > this.deltaCap)
{
this.physicsElapsed = this.deltaCap;
}
if (this.advancedTiming)
{
this.msMin = Math.min(this.msMin, this.elapsed);