diff --git a/src/loader/filetypes/XMLFile.js b/src/loader/filetypes/XMLFile.js index 8c3349774..a50e92505 100644 --- a/src/loader/filetypes/XMLFile.js +++ b/src/loader/filetypes/XMLFile.js @@ -17,7 +17,7 @@ var ParseXML = require('../../dom/ParseXML'); * A single XML File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#xml method and are not typically created directly. - * + * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#xml. * * @class XMLFile @@ -93,7 +93,7 @@ var XMLFile = new Class({ * Adds an XML file, or array of XML files, to the current load queue. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: - * + * * ```javascript * function preload () * { @@ -108,14 +108,14 @@ var XMLFile = new Class({ * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. - * + * * The key must be a unique String. It is used to add the file to the global XML Cache upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the XML Cache. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the XML Cache first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: - * + * * ```javascript * this.load.xml({ * key: 'wavedata', @@ -126,7 +126,7 @@ var XMLFile = new Class({ * See the documentation for `Phaser.Types.Loader.FileTypes.XMLFileConfig` for more details. * * Once the file has finished loading you can access it from its Cache using its key: - * + * * ```javascript * this.load.xml('wavedata', 'files/AlienWaveData.xml'); * // and later in your game ...