diff --git a/src/actions/Call.js b/src/actions/Call.js index d67bd0f77..d07c5381f 100644 --- a/src/actions/Call.js +++ b/src/actions/Call.js @@ -7,7 +7,7 @@ /** * @callback CallCallback * - * @param {Phaser.GameObjects.GameObject} item - [description] + * @param {Phaser.GameObjects.GameObject} item - The Game Object to run the callback on. */ /** diff --git a/src/actions/PlaceOnCircle.js b/src/actions/PlaceOnCircle.js index 1d5fd0b76..5bdfd5a8d 100644 --- a/src/actions/PlaceOnCircle.js +++ b/src/actions/PlaceOnCircle.js @@ -5,7 +5,9 @@ */ /** - * [description] + * Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Circle. + * + * If you wish to pass a `Phaser.GameObjects.Circle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.PlaceOnCircle * @since 3.0.0 @@ -13,9 +15,9 @@ * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Circle} circle - [description] - * @param {number} [startAngle=0] - [description] - * @param {number} [endAngle=6.28] - [description] + * @param {Phaser.Geom.Circle} circle - The Circle to position the Game Objects on. + * @param {number} [startAngle=0] - Optional angle to start position from, in radians. + * @param {number} [endAngle=6.28] - Optional angle to stop position at, in radians. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/PlaceOnEllipse.js b/src/actions/PlaceOnEllipse.js index 0b20abc5f..d16cc0225 100644 --- a/src/actions/PlaceOnEllipse.js +++ b/src/actions/PlaceOnEllipse.js @@ -5,7 +5,9 @@ */ /** - * [description] + * Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of an Ellipse. + * + * If you wish to pass a `Phaser.GameObjects.Ellipse` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.PlaceOnEllipse * @since 3.0.0 @@ -13,9 +15,9 @@ * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Ellipse} ellipse - [description] - * @param {number} [startAngle=0] - [description] - * @param {number} [endAngle=6.28] - [description] + * @param {Phaser.Geom.Ellipse} ellipse - The Ellipse to position the Game Objects on. + * @param {number} [startAngle=0] - Optional angle to start position from, in radians. + * @param {number} [endAngle=6.28] - Optional angle to stop position at, in radians. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/PlaceOnRectangle.js b/src/actions/PlaceOnRectangle.js index 71ffe8934..9a112a9cb 100644 --- a/src/actions/PlaceOnRectangle.js +++ b/src/actions/PlaceOnRectangle.js @@ -8,14 +8,11 @@ var MarchingAnts = require('../geom/rectangle/MarchingAnts'); var RotateLeft = require('../utils/array/RotateLeft'); var RotateRight = require('../utils/array/RotateRight'); -// Place the items in the array around the perimeter of the given rectangle. - -// Placement starts from the top-left of the rectangle, and proceeds in a -// clockwise direction. If the shift parameter is given you can offset where -// placement begins. - /** - * [description] + * Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Rectangle. + * + * Placement starts from the top-left of the rectangle, and proceeds in a clockwise direction. + * If the `shift` parameter is given you can offset where placement begins. * * @function Phaser.Actions.PlaceOnRectangle * @since 3.0.0 @@ -23,8 +20,8 @@ var RotateRight = require('../utils/array/RotateRight'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Rectangle} rect - [description] - * @param {integer} [shift=1] - [description] + * @param {Phaser.Geom.Rectangle} rect - The Rectangle to position the Game Objects on. + * @param {integer} [shift=1] - An optional positional offset. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/PlaceOnTriangle.js b/src/actions/PlaceOnTriangle.js index 0be4676fb..028a1cef0 100644 --- a/src/actions/PlaceOnTriangle.js +++ b/src/actions/PlaceOnTriangle.js @@ -4,11 +4,12 @@ * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ -// var GetPointsOnLine = require('../geom/line/GetPointsOnLine'); var BresenhamPoints = require('../geom/line/BresenhamPoints'); /** - * [description] + * Takes an array of Game Objects and positions them on evenly spaced points around the edges of a Triangle. + * + * If you wish to pass a `Phaser.GameObjects.Triangle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.PlaceOnTriangle * @since 3.0.0 @@ -16,8 +17,8 @@ var BresenhamPoints = require('../geom/line/BresenhamPoints'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Triangle} triangle - [description] - * @param {number} [stepRate=1] - [description] + * @param {Phaser.Geom.Triangle} triangle - The Triangle to position the Game Objects on. + * @param {number} [stepRate=1] - An optional step rate, to increase or decrease the packing of the Game Objects on the lines. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/RandomCircle.js b/src/actions/RandomCircle.js index ffe17d93b..c49b15358 100644 --- a/src/actions/RandomCircle.js +++ b/src/actions/RandomCircle.js @@ -7,7 +7,9 @@ var Random = require('../geom/circle/Random'); /** - * [description] + * Takes an array of Game Objects and positions them at random locations within the Circle. + * + * If you wish to pass a `Phaser.GameObjects.Circle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomCircle * @since 3.0.0 @@ -15,7 +17,7 @@ var Random = require('../geom/circle/Random'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Circle} circle - [description] + * @param {Phaser.Geom.Circle} circle - The Circle to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/RandomEllipse.js b/src/actions/RandomEllipse.js index 466038550..1f3397be0 100644 --- a/src/actions/RandomEllipse.js +++ b/src/actions/RandomEllipse.js @@ -7,7 +7,9 @@ var Random = require('../geom/ellipse/Random'); /** - * [description] + * Takes an array of Game Objects and positions them at random locations within the Ellipse. + * + * If you wish to pass a `Phaser.GameObjects.Ellipse` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomEllipse * @since 3.0.0 @@ -15,7 +17,7 @@ var Random = require('../geom/ellipse/Random'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Ellipse} ellipse - [description] + * @param {Phaser.Geom.Ellipse} ellipse - The Ellipse to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/RandomLine.js b/src/actions/RandomLine.js index 461f4c869..52e2c5209 100644 --- a/src/actions/RandomLine.js +++ b/src/actions/RandomLine.js @@ -7,7 +7,9 @@ var Random = require('../geom/line/Random'); /** - * [description] + * Takes an array of Game Objects and positions them at random locations on the Line. + * + * If you wish to pass a `Phaser.GameObjects.Line` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomLine * @since 3.0.0 @@ -15,7 +17,7 @@ var Random = require('../geom/line/Random'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Line} line - [description] + * @param {Phaser.Geom.Line} line - The Line to position the Game Objects randomly on. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/RandomRectangle.js b/src/actions/RandomRectangle.js index 0b4e753a8..687afc3fd 100644 --- a/src/actions/RandomRectangle.js +++ b/src/actions/RandomRectangle.js @@ -7,7 +7,7 @@ var Random = require('../geom/rectangle/Random'); /** - * [description] + * Takes an array of Game Objects and positions them at random locations within the Ellipse. * * @function Phaser.Actions.RandomRectangle * @since 3.0.0 @@ -15,7 +15,7 @@ var Random = require('../geom/rectangle/Random'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Rectangle} rect - [description] + * @param {Phaser.Geom.Rectangle} rect - The Rectangle to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/RandomTriangle.js b/src/actions/RandomTriangle.js index 38728ca77..e8e0492d3 100644 --- a/src/actions/RandomTriangle.js +++ b/src/actions/RandomTriangle.js @@ -7,7 +7,9 @@ var Random = require('../geom/triangle/Random'); /** - * [description] + * Takes an array of Game Objects and positions them at random locations within the Triangle. + * + * If you wish to pass a `Phaser.GameObjects.Triangle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomTriangle * @since 3.0.0 @@ -15,7 +17,7 @@ var Random = require('../geom/triangle/Random'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {Phaser.Geom.Triangle} triangle - [description] + * @param {Phaser.Geom.Triangle} triangle - The Triangle to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/RotateAroundDistance.js b/src/actions/RotateAroundDistance.js index 1b010d5a4..c503ffbd2 100644 --- a/src/actions/RotateAroundDistance.js +++ b/src/actions/RotateAroundDistance.js @@ -7,7 +7,7 @@ var MathRotateAroundDistance = require('../math/RotateAroundDistance'); /** - * [description] + * Rotates an array of Game Objects around a point by the given angle and distance. * * @function Phaser.Actions.RotateAroundDistance * @since 3.0.0 diff --git a/src/actions/ShiftPosition.js b/src/actions/ShiftPosition.js index dbd8ba33c..9ea29f67b 100644 --- a/src/actions/ShiftPosition.js +++ b/src/actions/ShiftPosition.js @@ -7,9 +7,11 @@ var Vector2 = require('../math/Vector2'); /** - * Iterate through items changing the position of each element to - * be that of the element that came before it in the array (or after it if direction = 1) + * Iterate through the items array changing the position of each element to be that of the element that came before + * it in the array (or after it if direction = 1) + * * The first items position is set to x/y. + * * The final x/y coords are returned * * @function Phaser.Actions.ShiftPosition @@ -19,10 +21,10 @@ var Vector2 = require('../math/Vector2'); * @generic {Phaser.Math.Vector2} O - [output,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {number} x - [description] - * @param {number} y - [description] - * @param {integer} [direction=0] - [description] - * @param {(Phaser.Math.Vector2|object)} [output] - [description] + * @param {number} x - The x coordinate to place the first item in the array at. + * @param {number} y - The y coordinate to place the first item in the array at. + * @param {integer} [direction=0] - The iteration direction. 0 = first to last and 1 = last to first. + * @param {(Phaser.Math.Vector2|object)} [output] - An optional objec to store the final objects position in. * * @return {Phaser.Math.Vector2} The output vector. */ diff --git a/src/actions/SmoothStep.js b/src/actions/SmoothStep.js index 6c920e35a..ba341f2b4 100644 --- a/src/actions/SmoothStep.js +++ b/src/actions/SmoothStep.js @@ -7,7 +7,9 @@ var MathSmoothStep = require('../math/SmoothStep'); /** - * [description] + * Smoothstep is a sigmoid-like interpolation and clamping function. + * + * The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smoothstep function is zero at both edges. This is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques. * * @function Phaser.Actions.SmoothStep * @since 3.0.0 @@ -15,10 +17,10 @@ var MathSmoothStep = require('../math/SmoothStep'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {string} property - [description] - * @param {number} min - [description] - * @param {number} max - [description] - * @param {number} inc - [description] + * @param {string} property - The property of the Game Object to interpolate. + * @param {number} min - The minimum interpolation value. + * @param {number} max - The maximum interpolation value. + * @param {boolean} [inc=false] - Should the values be incremented? `true` or set (`false`) * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/SmootherStep.js b/src/actions/SmootherStep.js index dea70d376..d70b56c46 100644 --- a/src/actions/SmootherStep.js +++ b/src/actions/SmootherStep.js @@ -7,7 +7,9 @@ var MathSmootherStep = require('../math/SmootherStep'); /** - * [description] + * Smootherstep is a sigmoid-like interpolation and clamping function. + * + * The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. The function receives a real number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise. The slope of the smoothstep function is zero at both edges. This is convenient for creating a sequence of transitions using smoothstep to interpolate each segment as an alternative to using more sophisticated or expensive interpolation techniques. * * @function Phaser.Actions.SmootherStep * @since 3.0.0 @@ -15,10 +17,10 @@ var MathSmootherStep = require('../math/SmootherStep'); * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {string} property - [description] - * @param {number} min - [description] - * @param {number} max - [description] - * @param {number} inc - [description] + * @param {string} property - The property of the Game Object to interpolate. + * @param {number} min - The minimum interpolation value. + * @param {number} max - The maximum interpolation value. + * @param {boolean} [inc=false] - Should the values be incremented? `true` or set (`false`) * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ diff --git a/src/actions/Spread.js b/src/actions/Spread.js index e20a72cec..040e7ea49 100644 --- a/src/actions/Spread.js +++ b/src/actions/Spread.js @@ -5,7 +5,16 @@ */ /** - * [description] + * Takes an array of Game Objects and then modifies their `property` so the value equals, or is incremented, the + * calculated spread value. + * + * The spread value is derived from the given `min` and `max` values and the total number of items in the array.//#endregion + * + * For example, to cause an array of Sprites to change in alpha from 0 to 1 you could call: + * + * ```javascript + * Phaser.Actions.Spread(itemsArray, 'alpha', 0, 1); + * ``` * * @function Phaser.Actions.Spread * @since 3.0.0 @@ -13,12 +22,12 @@ * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. - * @param {string} property - [description] - * @param {number} min - [description] - * @param {number} max - [description] - * @param {number} [inc=false] - [description] + * @param {string} property - The property of the Game Object to spread. + * @param {number} min - The minimum value. + * @param {number} max - The maximum value. + * @param {boolean} [inc=false] - Should the values be incremented? `true` or set (`false`) * - * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. + * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that were passed to this Action. */ var Spread = function (items, property, min, max, inc) { diff --git a/src/actions/ToggleVisible.js b/src/actions/ToggleVisible.js index f02eb98b9..e6cd15be9 100644 --- a/src/actions/ToggleVisible.js +++ b/src/actions/ToggleVisible.js @@ -5,7 +5,8 @@ */ /** - * [description] + * Takes an array of Game Objects and toggles the visibility of each one. + * Those previously `visible = false` will become `visible = true`, and vice versa. * * @function Phaser.Actions.ToggleVisible * @since 3.0.0