diff --git a/src/scene/ScenePlugin.js b/src/scene/ScenePlugin.js index c33b7963c..6414c97eb 100644 --- a/src/scene/ScenePlugin.js +++ b/src/scene/ScenePlugin.js @@ -210,7 +210,7 @@ var ScenePlugin = new Class({ * * @method Phaser.Scenes.ScenePlugin#restart * @since 3.4.0 - * + * * @param {object} [data] - The Scene data. * * @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object. @@ -227,7 +227,7 @@ var ScenePlugin = new Class({ /** * @typedef {object} Phaser.Scenes.ScenePlugin.SceneTransitionConfig - * + * * @property {string} target - The Scene key to transition to. * @property {integer} [duration=1000] - The duration, in ms, for the transition to last. * @property {boolean} [sleep=false] - Will the Scene responsible for the transition be sent to sleep on completion (`true`), or stopped? (`false`) @@ -241,24 +241,24 @@ var ScenePlugin = new Class({ /** * This will start a transition from the current Scene to the target Scene given. - * + * * The transition will last for the duration specified in milliseconds. - * + * * You can have the target Scene moved above or below this one in the display list. - * + * * You can specify an update callback. This callback will be invoked _every frame_ for the duration * of the transition. * * This Scene can either be sent to sleep at the end of the transition, or stopped. The default is to stop. - * + * * There are also 5 transition related events: This scene will emit the event `transitionto` when * the transition begins, which is typically the frame after calling this method. - * + * * The target Scene will emit the event `transitioninit` when that Scene's `init` method is called. * It will then emit the event `transitionstart` when its `create` method is called. * If the Scene was sleeping and has been woken up, it will emit the event `transitionwake` instead of these two, * as the Scenes `init` and `create` methods are not invoked when a Scene wakes up. - * + * * When the duration of the transition has elapsed it will emit the event `transitioncomplete`. * These events are cleared of all listeners when the Scene shuts down, but not if it is sent to sleep. * @@ -268,7 +268,7 @@ var ScenePlugin = new Class({ * this Scenes update loop to stop, then the transition will also pause for that duration. There are * checks in place to prevent you accidentally stopping a transitioning Scene but if you've got code to * override this understand that until the target Scene completes it might never be unlocked for input events. - * + * * @method Phaser.Scenes.ScenePlugin#transition * @since 3.5.0 * @@ -443,12 +443,13 @@ var ScenePlugin = new Class({ * @param {string} key - The Scene key. * @param {(Phaser.Scene|Phaser.Scenes.Settings.Config|function)} sceneConfig - The config for the Scene. * @param {boolean} autoStart - Whether to start the Scene after it's added. + * @param {object} [data] - The Scene data. * * @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object. */ - add: function (key, sceneConfig, autoStart) + add: function (key, sceneConfig, autoStart, data) { - this.manager.add(key, sceneConfig, autoStart); + this.manager.add(key, sceneConfig, autoStart, data); return this; }, @@ -476,7 +477,7 @@ var ScenePlugin = new Class({ /** * Runs the given Scene, but does not change the state of this Scene. - * + * * If the given Scene is paused, it will resume it. If sleeping, it will wake it. * If not running at all, it will be started. * diff --git a/src/structs/Set.js b/src/structs/Set.js index 2716d52fc..2c8a4656f 100644 --- a/src/structs/Set.js +++ b/src/structs/Set.js @@ -179,7 +179,7 @@ var Set = new Class({ * @genericUse {Phaser.Structs.Set.} - [$return] * * @param {EachSetCallback} callback - The callback to be invoked and passed each value this Set contains. - * @param {*} callbackScope - The scope of the callback. + * @param {*} [callbackScope] - The scope of the callback. * * @return {Phaser.Structs.Set} This Set object. */ @@ -224,7 +224,7 @@ var Set = new Class({ * @genericUse {Phaser.Structs.Set.} - [$return] * * @param {EachSetCallback} callback - The callback to be invoked and passed each value this Set contains. - * @param {*} callbackScope - The scope of the callback. + * @param {*} [callbackScope] - The scope of the callback. * * @return {Phaser.Structs.Set} This Set object. */