diff --git a/src/cameras/2d/BaseCamera.js b/src/cameras/2d/BaseCamera.js index 7134714c5..78ba5f84f 100644 --- a/src/cameras/2d/BaseCamera.js +++ b/src/cameras/2d/BaseCamera.js @@ -1701,7 +1701,7 @@ var BaseCamera = new Class({ }, /** - * The x position of the center of the Camera's viewport, relative to the top-left of the game canvas. + * The horizontal position of the center of the Camera's viewport, relative to the left of the game canvas. * * @name Phaser.Cameras.Scene2D.BaseCamera#centerX * @type {number} @@ -1718,7 +1718,7 @@ var BaseCamera = new Class({ }, /** - * The y position of the center of the Camera's viewport, relative to the top-left of the game canvas. + * The vertical position of the center of the Camera's viewport, relative to the top of the game canvas. * * @name Phaser.Cameras.Scene2D.BaseCamera#centerY * @type {number} diff --git a/src/gameobjects/group/Group.js b/src/gameobjects/group/Group.js index ab5663f6d..57f2ebc05 100644 --- a/src/gameobjects/group/Group.js +++ b/src/gameobjects/group/Group.js @@ -28,7 +28,7 @@ var Sprite = require('../sprite/Sprite'); /** * @typedef {object} GroupConfig * - * @property {?object} [classType=Sprite] - Sets {@link Phaser.GameObjects.Group#classType}. + * @property {?GroupClassTypeConstructor} [classType=Sprite] - Sets {@link Phaser.GameObjects.Group#classType}. * @property {?boolean} [active=true] - Sets {@link Phaser.GameObjects.Group#active}. * @property {?number} [maxSize=-1] - Sets {@link Phaser.GameObjects.Group#maxSize}. * @property {?string} [defaultKey=null] - Sets {@link Phaser.GameObjects.Group#defaultKey}. @@ -52,7 +52,7 @@ var Sprite = require('../sprite/Sprite'); * * `key` is required. {@link Phaser.GameObjects.Group#defaultKey} is not used. * - * @property {?object} [classType] - The class of each new Game Object. + * @property {?GroupClassTypeConstructor} [classType] - The class of each new Game Object. * @property {string} [key] - The texture key of each new Game Object. * @property {?(string|integer)} [frame=null] - The texture frame of each new Game Object. * @property {?boolean} [visible=true] - The visible state of each new Game Object. @@ -93,6 +93,18 @@ var Sprite = require('../sprite/Sprite'); * @see Phaser.Utils.Array.Range */ +/** + * A constructor function (class) that can be assigned to `classType`. + * @callback GroupClassTypeConstructor + * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. + * @param {number} x - The horizontal position of this Game Object in the world. + * @param {number} y - The vertical position of this Game Object in the world. + * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. + * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. + * + * @see Phaser.GameObjects.Group#classType + */ + /** * @classdesc A Group is a way for you to create, manipulate, or recycle similar Game Objects. * @@ -185,7 +197,7 @@ var Group = new Class({ * The class to create new group members from. * * @name Phaser.GameObjects.Group#classType - * @type {object} + * @type {GroupClassTypeConstructor} * @since 3.0.0 * @default Phaser.GameObjects.Sprite */ diff --git a/src/physics/arcade/ArcadeImage.js b/src/physics/arcade/ArcadeImage.js index 310eb9dfc..13e7ae587 100644 --- a/src/physics/arcade/ArcadeImage.js +++ b/src/physics/arcade/ArcadeImage.js @@ -10,12 +10,10 @@ var Image = require('../../gameobjects/image/Image'); /** * @classdesc - * An Arcade Physics Image Game Object. + * An Arcade Physics Image is an Image with an Arcade Physics body and related components. + * The body can be dynamic or static. * - * An Image is a light-weight Game Object useful for the display of static images in your game, - * such as logos, backgrounds, scenery or other non-animated elements. Images can have input - * events and physics bodies, or be tweened, tinted or scrolled. The main difference between an - * Image and a Sprite is that you cannot animate an Image as they do not have the Animation component. + * The main difference between an Arcade Image and an Arcade Sprite is that you cannot animate an Arcade Image. * * @class Image * @extends Phaser.GameObjects.Image diff --git a/src/physics/arcade/ArcadeSprite.js b/src/physics/arcade/ArcadeSprite.js index bddb664fe..cd5954ae6 100644 --- a/src/physics/arcade/ArcadeSprite.js +++ b/src/physics/arcade/ArcadeSprite.js @@ -10,15 +10,11 @@ var Sprite = require('../../gameobjects/sprite/Sprite'); /** * @classdesc - * An Arcade Physics Sprite Game Object. + * An Arcade Physics Sprite is a Sprite with an Arcade Physics body and related components. + * The body can be dynamic or static. * - * A Sprite Game Object is used for the display of both static and animated images in your game. - * Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled - * and animated. - * - * The main difference between a Sprite and an Image Game Object is that you cannot animate Images. - * As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation - * Component. If you do not require animation then you can safely use Images to replace Sprites in all cases. + * The main difference between an Arcade Sprite and an Arcade Image is that you cannot animate an Arcade Image. + * If you do not require animation then you can safely use Arcade Images instead of Arcade Sprites. * * @class Sprite * @extends Phaser.GameObjects.Sprite diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js index 52586f9f6..b2ccf4810 100644 --- a/src/physics/arcade/Body.js +++ b/src/physics/arcade/Body.js @@ -623,7 +623,7 @@ var Body = new Class({ this.overlapR = 0; /** - * Whether this Body is overlapped with another and both have zero velocity. + * Whether this Body is overlapped with another and both are not moving. * * @name Phaser.Physics.Arcade.Body#embedded * @type {boolean} @@ -718,6 +718,7 @@ var Body = new Class({ * @name Phaser.Physics.Arcade.Body#physicsType * @type {integer} * @readonly + * @default Phaser.Physics.Arcade.DYNAMIC_BODY * @since 3.0.0 */ this.physicsType = CONST.DYNAMIC_BODY; @@ -787,7 +788,8 @@ var Body = new Class({ }, /** - * Updates this Body's transform, dimensions, and position from its Game Object. + * Updates the Body's `transform`, `width`, `height`, and `center` from its Game Object. + * The Body's `position` isn't changed. * * @method Phaser.Physics.Arcade.Body#updateBounds * @since 3.0.0 @@ -874,7 +876,7 @@ var Body = new Class({ * @fires Phaser.Physics.Arcade.World#worldbounds * @since 3.0.0 * - * @param {number} delta - The delta time, in ms, elapsed since the last frame. + * @param {number} delta - The delta time, in seconds, elapsed since the last frame. */ update: function (delta) { diff --git a/src/physics/arcade/Collider.js b/src/physics/arcade/Collider.js index 22f05239e..5a35ecbc7 100644 --- a/src/physics/arcade/Collider.js +++ b/src/physics/arcade/Collider.js @@ -40,7 +40,7 @@ var Collider = new Class({ this.world = world; /** - * The name of the collider (unused by phaser). + * The name of the collider (unused by Phaser). * * @name Phaser.Physics.Arcade.Collider#name * @type {string} diff --git a/src/physics/arcade/Factory.js b/src/physics/arcade/Factory.js index b93b6e433..ac87f1005 100644 --- a/src/physics/arcade/Factory.js +++ b/src/physics/arcade/Factory.js @@ -58,7 +58,7 @@ var Factory = new Class({ }, /** - * Create a new Arcade Physics Collider object. + * Creates a new Arcade Physics Collider object. * * @method Phaser.Physics.Arcade.Factory#collider * @since 3.0.0 @@ -77,7 +77,7 @@ var Factory = new Class({ }, /** - * Create a new Arcade Physics Collider Overlap object. + * Creates a new Arcade Physics Collider Overlap object. * * @method Phaser.Physics.Arcade.Factory#overlap * @since 3.0.0 diff --git a/src/physics/arcade/PhysicsGroup.js b/src/physics/arcade/PhysicsGroup.js index 963b6df4b..5d090b823 100644 --- a/src/physics/arcade/PhysicsGroup.js +++ b/src/physics/arcade/PhysicsGroup.js @@ -154,7 +154,7 @@ var PhysicsGroup = new Class({ * * @name Phaser.Physics.Arcade.Group#physicsType * @type {integer} - * @default DYNAMIC_BODY + * @default Phaser.Physics.Arcade.DYNAMIC_BODY * @since 3.0.0 */ this.physicsType = CONST.DYNAMIC_BODY; diff --git a/src/physics/arcade/StaticBody.js b/src/physics/arcade/StaticBody.js index 92e0a348a..2891788c6 100644 --- a/src/physics/arcade/StaticBody.js +++ b/src/physics/arcade/StaticBody.js @@ -219,10 +219,12 @@ var StaticBody = new Class({ // If true this Body will dispatch events /** - * Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary (and `collideWorldBounds` is also true). + * Whether the simulation emits a `worldbounds` event when this StaticBody collides with the world boundary. + * Always false for a Static Body. (Static Bodies never collide with the world boundary and never trigger a `worldbounds` event.) * * @name Phaser.Physics.Arcade.StaticBody#onWorldBounds * @type {boolean} + * @readonly * @default false * @since 3.0.0 */ @@ -269,7 +271,7 @@ var StaticBody = new Class({ this.immovable = true; /** - * A flag disabling the default horizontal separation of colliding bodies. Pass your own `processHandler` to the collider. + * A flag disabling the default horizontal separation of colliding bodies. Pass your own `collideHandler` to the collider. * * @name Phaser.Physics.Arcade.StaticBody#customSeparateX * @type {boolean} @@ -279,7 +281,7 @@ var StaticBody = new Class({ this.customSeparateX = false; /** - * A flag disabling the default vertical separation of colliding bodies. Pass your own `processHandler` to the collider. + * A flag disabling the default vertical separation of colliding bodies. Pass your own `collideHandler` to the collider. * * @name Phaser.Physics.Arcade.StaticBody#customSeparateY * @type {boolean} @@ -319,7 +321,7 @@ var StaticBody = new Class({ this.overlapR = 0; /** - * Whether this StaticBody is overlapped with another and both have zero velocity. + * Whether this StaticBody has ever overlapped with another while both were not moving. * * @name Phaser.Physics.Arcade.StaticBody#embedded * @type {boolean} @@ -330,9 +332,11 @@ var StaticBody = new Class({ /** * Whether this StaticBody interacts with the world boundary. + * Always false for a Static Body. (Static Bodies never collide with the world boundary.) * * @name Phaser.Physics.Arcade.StaticBody#collideWorldBounds * @type {boolean} + * @readonly * @default false * @since 3.0.0 */ @@ -348,7 +352,7 @@ var StaticBody = new Class({ this.checkCollision = { none: false, up: true, down: true, left: true, right: true }; /** - * Whether this StaticBody is colliding with another and in which direction. + * Whether this StaticBody has ever collided with another body and in which direction. * * @name Phaser.Physics.Arcade.StaticBody#touching * @type {ArcadeBodyCollision} @@ -357,7 +361,7 @@ var StaticBody = new Class({ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** - * Whether this StaticBody was colliding with another during the last step, and in which direction. + * Whether this StaticBody was colliding with another body during the last step or any previous step, and in which direction. * * @name Phaser.Physics.Arcade.StaticBody#wasTouching * @type {ArcadeBodyCollision} @@ -366,7 +370,7 @@ var StaticBody = new Class({ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** - * Whether this StaticBody is colliding with a tile or the world boundary. + * Whether this StaticBody has ever collided with a tile or the world boundary. * * @name Phaser.Physics.Arcade.StaticBody#blocked * @type {ArcadeBodyCollision} @@ -379,6 +383,7 @@ var StaticBody = new Class({ * * @name Phaser.Physics.Arcade.StaticBody#physicsType * @type {integer} + * @default Phaser.Physics.Arcade.STATIC_BODY * @since 3.0.0 */ this.physicsType = CONST.STATIC_BODY; diff --git a/src/physics/arcade/StaticPhysicsGroup.js b/src/physics/arcade/StaticPhysicsGroup.js index 4e240337f..796efa125 100644 --- a/src/physics/arcade/StaticPhysicsGroup.js +++ b/src/physics/arcade/StaticPhysicsGroup.js @@ -86,7 +86,7 @@ var StaticPhysicsGroup = new Class({ * * @name Phaser.Physics.Arcade.StaticGroup#physicsType * @type {integer} - * @default STATIC_BODY + * @default Phaser.Physics.Arcade.STATIC_BODY * @since 3.0.0 */ this.physicsType = CONST.STATIC_BODY; diff --git a/src/physics/arcade/World.js b/src/physics/arcade/World.js index 5b0a2da84..5eeeb4ad8 100644 --- a/src/physics/arcade/World.js +++ b/src/physics/arcade/World.js @@ -1057,12 +1057,12 @@ var World = new Class({ }, /** - * Advances the simulation by one step. + * Advances the simulation by a time increment. * * @method Phaser.Physics.Arcade.World#step * @since 3.10.0 * - * @param {number} delta - The delta time amount, in ms, by which to advance the simulation. + * @param {number} delta - The delta time amount, in seconds, by which to advance the simulation. */ step: function (delta) { @@ -1201,7 +1201,7 @@ var World = new Class({ * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - The Body to be updated. - * @param {number} delta - The delta value to be used in the motion calculations. + * @param {number} delta - The delta value to be used in the motion calculations, in seconds. */ updateMotion: function (body, delta) { @@ -1220,7 +1220,7 @@ var World = new Class({ * @since 3.10.0 * * @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for. - * @param {number} delta - The delta value to be used in the calculation. + * @param {number} delta - The delta value to be used in the calculation, in seconds. */ computeAngularVelocity: function (body, delta) { @@ -1266,7 +1266,7 @@ var World = new Class({ * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body - The Body to compute the velocity for. - * @param {number} delta - The delta value to be used in the calculation. + * @param {number} delta - The delta value to be used in the calculation, in seconds. */ computeVelocity: function (body, delta) {