mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
type errors fixed
This commit is contained in:
parent
a6f8dc8b25
commit
f0ad396974
12 changed files with 27 additions and 25 deletions
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@ -175,7 +175,7 @@ var Curve = new Class({
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*
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* @param {number} distance - The distance, in pixels, between each point along the curve.
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*
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* @return {Phaser.Geom.Point[]} An Array of Point objects.
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* @return {Phaser.Math.Vector2[]} An Array of Vector2 objects.
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*/
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getDistancePoints: function (distance)
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{
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@ -317,9 +317,9 @@ var Curve = new Class({
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*
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* @param {number} [divisions] - The number of divisions to make.
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* @param {number} [stepRate] - The curve distance between points, implying `divisions`.
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* @param {(array|Phaser.Math.Vector2[])} [out] - An optional array to store the points in.
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* @param {Phaser.Math.Vector2[]} [out] - An optional array to store the points in.
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*
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* @return {(array|Phaser.Math.Vector2[])} An array of Points from the curve.
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* @return {Phaser.Math.Vector2[]} An array of Vector2 points from the curve.
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*/
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getPoints: function (divisions, stepRate, out)
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{
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@ -377,9 +377,9 @@ var Curve = new Class({
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*
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* @param {number} [divisions=this.defaultDivisions] - The number of divisions to make.
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* @param {number} [stepRate] - Step between points. Used to calculate the number of points to return when divisions is falsy. Ignored if divisions is positive.
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* @param {(array|Phaser.Math.Vector2[])} [out] - An optional array to store the points in.
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* @param {Phaser.Math.Vector2[]} [out] - An optional array to store the points in.
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*
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* @return {Phaser.Math.Vector2[]} An array of points.
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* @return {Phaser.Math.Vector2[]} An array of Vector2 points.
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*/
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getSpacedPoints: function (divisions, stepRate, out)
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{
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@ -467,7 +467,7 @@ var Container = new Class({
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},
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/**
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* Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties,
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* Takes a Point-like object, such as a Vector2, or object with public x and y properties,
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* and transforms it into the space of this Container, then returns it in the output object.
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*
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* @method Phaser.GameObjects.Container#pointToContainer
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@ -892,7 +892,7 @@ var Graphics = new Class({
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* @method Phaser.GameObjects.Graphics#fillPointShape
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* @since 3.0.0
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*
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* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The point to fill.
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* @param {Phaser.Math.Vector2} point - The point to fill.
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* @param {number} [size=1] - The size of the square to draw.
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*
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* @return {this} This Game Object.
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@ -1108,7 +1108,7 @@ var Graphics = new Class({
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* @method Phaser.GameObjects.Graphics#strokePoints
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* @since 3.0.0
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*
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* @param {(array|Phaser.Geom.Point[])} points - The points to stroke.
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* @param {Phaser.Math.Vector2[]} points - The points to stroke.
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* @param {boolean} [closeShape=false] - When `true`, the shape is closed by joining the last point to the first point.
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* @param {boolean} [closePath=false] - When `true`, the path is closed before being stroked.
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* @param {number} [endIndex] - The index of `points` to stop drawing at. Defaults to `points.length`.
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@ -1155,7 +1155,7 @@ var Graphics = new Class({
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* @method Phaser.GameObjects.Graphics#fillPoints
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* @since 3.0.0
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*
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* @param {(array|Phaser.Geom.Point[])} points - The points to fill.
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* @param {Phaser.Math.Vector2[]} points - The points to fill.
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* @param {boolean} [closeShape=false] - When `true`, the shape is closed by joining the last point to the first point.
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* @param {boolean} [closePath=false] - When `true`, the path is closed before being stroked.
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* @param {number} [endIndex] - The index of `points` to stop at. Defaults to `points.length`.
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@ -95,7 +95,7 @@ var Group = new Class({
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* Members of this group.
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*
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* @name Phaser.GameObjects.Group#children
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* @type {Phaser.Structs.Set.<Phaser.GameObjects.GameObject>}
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* @type {Set.<Phaser.GameObjects.GameObject>}
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* @since 3.0.0
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*/
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this.children = new Set();
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@ -45,7 +45,7 @@ var EdgeZone = new Class({
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* The points placed on the source edge.
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*
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* @name Phaser.GameObjects.Particles.Zones.EdgeZone#points
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* @type {Phaser.Geom.Point[]}
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* @type {Phaser.Math.Vector2[]}
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* @default []
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* @since 3.0.0
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*/
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@ -99,7 +99,7 @@ var Rope = new Class({
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/**
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* An array containing the points data for this Rope.
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*
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* Each point should be given as a Vector2Like object (i.e. a Vector2, Geom.Point or object with public x/y properties).
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* Each point should be given as a Vector2Like object (i.e. a Vector2 or object with public x/y properties).
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*
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* The point coordinates are given in local space, where 0 x 0 is the start of the Rope strip.
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*
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@ -261,7 +261,7 @@ var LoaderPlugin = new Class({
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* By the end of the load process this Set will be empty.
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*
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* @name Phaser.Loader.LoaderPlugin#list
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @type {Set.<Phaser.Loader.File>}
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* @since 3.0.0
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*/
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this.list = new Set();
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@ -274,7 +274,7 @@ var LoaderPlugin = new Class({
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* By the end of the load process this Set will be empty.
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*
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* @name Phaser.Loader.LoaderPlugin#inflight
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @type {Set.<Phaser.Loader.File>}
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* @since 3.0.0
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*/
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this.inflight = new Set();
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@ -288,7 +288,7 @@ var LoaderPlugin = new Class({
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* At the end of the load process this Set will be empty.
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*
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* @name Phaser.Loader.LoaderPlugin#queue
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @type {Set.<Phaser.Loader.File>}
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* @since 3.0.0
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*/
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this.queue = new Set();
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@ -298,7 +298,7 @@ var LoaderPlugin = new Class({
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* awaiting destruction at the end of the load process.
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*
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* @name Phaser.Loader.LoaderPlugin#_deleteQueue
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @type {Set.<Phaser.Loader.File>}
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* @private
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* @since 3.7.0
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*/
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@ -10,10 +10,12 @@
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* @function Phaser.Math.Rotate
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* @since 3.0.0
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*
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* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
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* @generic {Phaser.Types.Math.Vector2Like} T - [point,$return]
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*
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* @param {Phaser.Types.Math.Vector2Like} point - The point to be rotated.
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* @param {number} angle - The angle to be rotated by in an anticlockwise direction.
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*
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* @return {Phaser.Geom.Point} The given point, rotated by the given angle in an anticlockwise direction.
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* @return {Phaser.Types.Math.Vector2Like} The given point, rotated by the given angle in an anticlockwise direction.
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*/
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var Rotate = function (point, angle)
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{
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@ -14,7 +14,7 @@
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*
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* @generic {Phaser.Types.Math.Vector2Like} T - [point,$return]
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*
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* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
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* @param {Phaser.Types.Math.Vector2Like} point - The point to be rotated.
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* @param {number} x - The horizontal coordinate to rotate around.
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* @param {number} y - The vertical coordinate to rotate around.
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* @param {number} angle - The angle of rotation in radians.
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@ -14,7 +14,7 @@
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*
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* @generic {Phaser.Types.Math.Vector2Like} T - [point,$return]
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*
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* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
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* @param {Phaser.Types.Math.Vector2Like} point - The point to be rotated.
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* @param {number} x - The horizontal coordinate to rotate around.
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* @param {number} y - The vertical coordinate to rotate around.
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* @param {number} angle - The angle of rotation in radians.
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@ -20,9 +20,9 @@ var Vector2 = require('./Vector2');
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* @param {number} rotation - Rotation of the transform point, in radians.
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* @param {number} scaleX - Horizontal scale of the transform point.
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* @param {number} scaleY - Vertical scale of the transform point.
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* @param {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} [output] - The output vector, point or object for the translated coordinates.
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* @param {Phaser.Types.Math.Vector2Like} [output] - The output vector, point or object for the translated coordinates.
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*
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* @return {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} The translated point.
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* @return {Phaser.Types.Math.Vector2Like} The translated point.
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*/
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var TransformXY = function (x, y, positionX, positionY, rotation, scaleX, scaleY, output)
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{
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@ -75,7 +75,7 @@ var World = new Class({
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* Dynamic Bodies in this simulation.
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*
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* @name Phaser.Physics.Arcade.World#bodies
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* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.Body>}
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* @type {Set.<Phaser.Physics.Arcade.Body>}
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* @since 3.0.0
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*/
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this.bodies = new Set();
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* Static Bodies in this simulation.
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*
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* @name Phaser.Physics.Arcade.World#staticBodies
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* @type {Phaser.Structs.Set.<Phaser.Physics.Arcade.StaticBody>}
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* @type {Set.<Phaser.Physics.Arcade.StaticBody>}
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* @since 3.0.0
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*/
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this.staticBodies = new Set();
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@ -93,7 +93,7 @@ var World = new Class({
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* Static Bodies marked for deletion.
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*
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* @name Phaser.Physics.Arcade.World#pendingDestroy
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* @type {Phaser.Structs.Set.<(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)>}
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* @type {Set.<(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)>}
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* @since 3.1.0
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*/
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this.pendingDestroy = new Set();
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