diff --git a/src/animations/Animation.js b/src/animations/Animation.js index 89495ae6d..ec40eb875 100644 --- a/src/animations/Animation.js +++ b/src/animations/Animation.js @@ -583,7 +583,7 @@ var Animation = new Class({ // Yoyo? (happens before repeat) if (component._yoyo) { - this._handleYoyoFrame(component, false); + this.handleYoyoFrame(component, false); } else if (component.repeatCounter > 0) { @@ -605,39 +605,45 @@ var Animation = new Class({ } else { - this._updateAndGetNextTick(component, frame.nextFrame); + this.updateAndGetNextTick(component, frame.nextFrame); } }, /** * Handle the yoyo functionality in nextFrame and previousFrame methods. * - * @method Phaser.Animations.Animation#_handleYoyoFrame + * @method Phaser.Animations.Animation#handleYoyoFrame + * @private * @since 3.12.0 * * @param {Phaser.GameObjects.Components.Animation} component - The Animation Component to advance. - * @param {bool} isReverse - Is animation in reverse mode? (Default: false) + * @param {boolean} isReverse - Is animation in reverse mode? (Default: false) */ - _handleYoyoFrame: function (component, isReverse) + handleYoyoFrame: function (component, isReverse) { if (!isReverse) { isReverse = false; } if (component._reverse === !isReverse && component.repeatCounter > 0) { component.forward = isReverse; + this.repeatAnimation(component); + return; } if (component._reverse !== isReverse && component.repeatCounter === 0) { this.completeAnimation(component); + return; } component.forward = isReverse; - var frame = isReverse ? component.currentFrame.nextFrame : component.currentFrame.prevFrame; - this._updateAndGetNextTick(component, frame); + + var frame = (isReverse) ? component.currentFrame.nextFrame : component.currentFrame.prevFrame; + + this.updateAndGetNextTick(component, frame); }, /** @@ -673,7 +679,7 @@ var Animation = new Class({ if (component._yoyo) { - this._handleYoyoFrame(component, true); + this.handleYoyoFrame(component, true); } else if (component.repeatCounter > 0) { @@ -696,22 +702,23 @@ var Animation = new Class({ } else { - this._updateAndGetNextTick(component, frame.prevFrame); + this.updateAndGetNextTick(component, frame.prevFrame); } }, /** - * Update Frame and Wait next tick + * Update Frame and Wait next tick. * - * @method Phaser.Animations.Animation#_updateAndGetNextTick + * @method Phaser.Animations.Animation#updateAndGetNextTick + * @private * @since 3.12.0 * - * @param {Phaser.Animations.AnimationFrame} frame - An Animation frame - * + * @param {Phaser.Animations.AnimationFrame} frame - An Animation frame. */ - _updateAndGetNextTick: function (component, frame) + updateAndGetNextTick: function (component, frame) { component.updateFrame(frame); + this.getNextTick(component); }, diff --git a/src/boot/ScaleManager.js b/src/boot/ScaleManager.js index e9340a44f..0d63e0f69 100644 --- a/src/boot/ScaleManager.js +++ b/src/boot/ScaleManager.js @@ -33,7 +33,7 @@ var Vec2 = require('../math/Vector2'); * @since 3.12.0 * * @param {Phaser.Game} game - A reference to the Phaser.Game instance. - * @param {ScaleManagerConfig} config + * @param {any} config */ var ScaleManager = new Class({ diff --git a/src/cameras/2d/effects/Fade.js b/src/cameras/2d/effects/Fade.js index 9a1fc9916..0ad4f30a3 100644 --- a/src/cameras/2d/effects/Fade.js +++ b/src/cameras/2d/effects/Fade.js @@ -348,7 +348,7 @@ var Fade = new Class({ * @method Phaser.Cameras.Scene2D.Effects.Fade#postRenderWebGL * @since 3.5.0 * - * @param {Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline} pipeline - The WebGL Pipeline to render to. + * @param {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} pipeline - The WebGL Pipeline to render to. * @param {function} getTintFunction - A function that will return the gl safe tint colors. * * @return {boolean} `true` if the effect drew to the renderer, otherwise `false`. diff --git a/src/cameras/2d/effects/Flash.js b/src/cameras/2d/effects/Flash.js index 546bb13b8..b3ade0e8d 100644 --- a/src/cameras/2d/effects/Flash.js +++ b/src/cameras/2d/effects/Flash.js @@ -295,7 +295,7 @@ var Flash = new Class({ * @method Phaser.Cameras.Scene2D.Effects.Flash#postRenderWebGL * @since 3.5.0 * - * @param {Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline} pipeline - The WebGL Pipeline to render to. + * @param {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} pipeline - The WebGL Pipeline to render to. * @param {function} getTintFunction - A function that will return the gl safe tint colors. * * @return {boolean} `true` if the effect drew to the renderer, otherwise `false`. diff --git a/src/curves/Curve.js b/src/curves/Curve.js index 66115a756..bb0ceff18 100644 --- a/src/curves/Curve.js +++ b/src/curves/Curve.js @@ -131,7 +131,7 @@ var Curve = new Class({ // So you can chain graphics calls return graphics.strokePoints(this.getPoints(pointsTotal)); }, - + /** * Returns a Rectangle where the position and dimensions match the bounds of this Curve. * diff --git a/src/scene/Scene.js b/src/scene/Scene.js index 063b48e60..9e9bb9fdb 100644 --- a/src/scene/Scene.js +++ b/src/scene/Scene.js @@ -113,16 +113,6 @@ var Scene = new Class({ */ this.cameras; - /** - * A scene level 3D Camera System. - * This property will only be available if defined in the Scene Injection Map. - * - * @name Phaser.Scene#cameras3d - * @type {Phaser.Cameras.Sprite3D.CameraManager} - * @since 3.0.0 - */ - this.cameras3d; - /** * A scene level Game Object Factory. * This property will only be available if defined in the Scene Injection Map.