This commit is contained in:
Richard Davey 2019-05-30 22:15:56 +01:00
commit ff8707fd15
6 changed files with 6 additions and 20 deletions

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@ -107,7 +107,7 @@ var Group = new Class({
* The class to create new group members from.
*
* @name Phaser.GameObjects.Group#classType
* @type {Phaser.Types.GameObjects.Group.GroupClassTypeConstructor}
* @type {Function}
* @since 3.0.0
* @default Phaser.GameObjects.Sprite
*/

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@ -1,14 +0,0 @@
/**
* A constructor function (class) that can be assigned to `classType`.
*
* @callback Phaser.Types.GameObjects.Group.GroupClassTypeConstructor
* @since 3.0.0
*
* @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
*/

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@ -2,7 +2,7 @@
* @typedef {object} Phaser.Types.GameObjects.Group.GroupConfig
* @since 3.0.0
*
* @property {?Phaser.Types.GameObjects.Group.GroupClassTypeConstructor} [classType=Sprite] - Sets {@link Phaser.GameObjects.Group#classType}.
* @property {?Function} [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}.

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@ -10,7 +10,7 @@
* @typedef {object} Phaser.Types.GameObjects.Group.GroupCreateConfig
* @since 3.0.0
*
* @property {?Phaser.Types.GameObjects.Group.GroupClassTypeConstructor} [classType] - The class of each new Game Object.
* @property {?Function} [classType] - The class of each new Game Object.
* @property {(string|string[])} [key] - The texture key of each new Game Object.
* @property {?(string|string[]|integer|integer[])} [frame=null] - The texture frame of each new Game Object.
* @property {?boolean} [visible=true] - The visible state of each new Game Object.

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@ -91,7 +91,7 @@ var PhysicsGroup = new Class({
* This should be either `Phaser.Physics.Arcade.Image`, `Phaser.Physics.Arcade.Sprite`, or a class extending one of those.
*
* @name Phaser.Physics.Arcade.Group#classType
* @type {Phaser.Types.GameObjects.Group.GroupClassTypeConstructor}
* @type {Function}
* @default ArcadeSprite
* @since 3.0.0
*/

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@ -534,8 +534,8 @@ var Tilemap = new Class({
*
* @param {(integer|string)} layerID - The layer array index value, or if a string is given, the layer name from Tiled.
* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
* @param {number} x - The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
* @param {number} y - The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
* @param {number} [x=0] - The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
* @param {number} [y=0] - The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
*
* @return {?Phaser.Tilemaps.DynamicTilemapLayer} Returns the new layer was created, or null if it failed.
*/