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Merge pull request phaserjs#1576 from vulvulune/jsdoc
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2 parents 6d05752 + 1aab540 commit 21823f6

6 files changed

Lines changed: 19 additions & 19 deletions

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src/core/Camera.js

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@@ -321,7 +321,7 @@ Phaser.Camera.prototype = {
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/**
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* Method called to ensure the camera doesn't venture outside of the game world.
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* @method Phaser.Camera#checkWorldBounds
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* @method Phaser.Camera#checkBounds
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*/
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checkBounds: function () {
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src/core/Stage.js

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@@ -307,7 +307,7 @@ Phaser.Stage.prototype.visibilityChange = function (event) {
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*
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* An alpha channel is _not_ supported and will be ignored.
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*
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* @name Phaser.Stage#setBackgroundColor
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* @method Phaser.Stage#setBackgroundColor
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* @param {number|string} backgroundColor - The color of the background.
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*/
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Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
@@ -323,7 +323,7 @@ Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
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/**
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* Destroys the Stage and removes event listeners.
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*
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* @name Phaser.Stage#destroy
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* @method Phaser.Stage#destroy
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*/
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Phaser.Stage.prototype.destroy = function () {
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src/gameobjects/RetroFont.js

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@@ -558,7 +558,7 @@ Phaser.RetroFont.prototype.updateOffset = function (x, y) {
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};
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/**
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* @name Phaser.BitmapText#text
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* @name Phaser.RetroFont#text
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* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
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*/
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Object.defineProperty(Phaser.RetroFont.prototype, "text", {
@@ -596,7 +596,7 @@ Object.defineProperty(Phaser.RetroFont.prototype, "text", {
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});
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/**
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* @name Phaser.BitmapText#smoothed
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* @name Phaser.RetroFont#smoothed
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* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
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*/
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Object.defineProperty(Phaser.RetroFont.prototype, "smoothed", {

src/physics/p2/BodyDebug.js

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@@ -145,7 +145,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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/**
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* Draws the P2 shapes to the Graphics object.
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*
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* @method Phaser.Physics.P2.BodyDebug#draw
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* @method Phaser.Physics.P2.BodyDebug#drawRectangle
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*/
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drawRectangle: function(g, x, y, angle, w, h, color, fillColor, lineWidth) {
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@@ -179,7 +179,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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/**
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* Draws a P2 Line shape.
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*
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* @method Phaser.Physics.P2.BodyDebug#drawCircle
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* @method Phaser.Physics.P2.BodyDebug#drawLine
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*/
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drawLine: function(g, len, color, lineWidth) {
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src/system/DOM.js

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@@ -76,7 +76,7 @@ Phaser.DOM = {
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},
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/**
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* Calibrates element coordinates for `inViewport` checks.
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* Calibrates element coordinates for `inLayoutViewport` checks.
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*
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* @method Phaser.DOM.calibrate
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* @private
@@ -130,10 +130,10 @@ Phaser.DOM = {
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*
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* The optional cushion parameter allows you to specify a distance.
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*
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* inViewport(element, 100) is `true` if the element is in the viewport or 100px near it.
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* inViewport(element, -100) is `true` if the element is in the viewport or at least 100px near it.
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* inLayoutViewport(element, 100) is `true` if the element is in the viewport or 100px near it.
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* inLayoutViewport(element, -100) is `true` if the element is in the viewport or at least 100px near it.
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*
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* @method Phaser.DOM.inViewport
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* @method Phaser.DOM.inLayoutViewport
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* @param {DOMElement|Object} element - The DOM element to check. If no element is given it defaults to the Phaser game canvas.
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* @param {number} [cushion] - The cushion allows you to specify a distance within which the element must be within the viewport.
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* @return {boolean} True if the element is within the viewport, or within `cushion` distance from it.

src/utils/ArrayUtils.js

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Original file line numberDiff line numberDiff line change
@@ -215,7 +215,7 @@ Phaser.ArrayUtils = {
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* Create an array representing the inclusive range of numbers (usually integers) in `[start, end]`.
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* This is equivalent to `numberArrayStep(start, end, 1)`.
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*
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* @method Phaser.Math#numberArray
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* @method Phaser.ArrayUtils#numberArray
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* @param {number} start - The minimum value the array starts with.
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* @param {number} end - The maximum value the array contains.
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* @return {number[]} The array of number values.
@@ -242,28 +242,28 @@ Phaser.ArrayUtils = {
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* Certain values for `start` and `end` (eg. NaN/undefined/null) are currently coerced to 0;
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* for forward compatibility make sure to pass in actual numbers.
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*
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* @method Phaser.Math#numberArrayStep
245+
* @method Phaser.ArrayUtils#numberArrayStep
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* @param {number} start - The start of the range.
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* @param {number} end - The end of the range.
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* @param {number} [step=1] - The value to increment or decrement by.
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* @returns {Array} Returns the new array of numbers.
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* @example
251-
* Phaser.Math.numberArrayStep(4);
251+
* Phaser.ArrayUtils.numberArrayStep(4);
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* // => [0, 1, 2, 3]
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*
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* Phaser.Math.numberArrayStep(1, 5);
254+
* Phaser.ArrayUtils.numberArrayStep(1, 5);
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* // => [1, 2, 3, 4]
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*
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* Phaser.Math.numberArrayStep(0, 20, 5);
257+
* Phaser.ArrayUtils.numberArrayStep(0, 20, 5);
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* // => [0, 5, 10, 15]
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*
260-
* Phaser.Math.numberArrayStep(0, -4, -1);
260+
* Phaser.ArrayUtils.numberArrayStep(0, -4, -1);
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* // => [0, -1, -2, -3]
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*
263-
* Phaser.Math.numberArrayStep(1, 4, 0);
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* Phaser.ArrayUtils.numberArrayStep(1, 4, 0);
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* // => [1, 1, 1]
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*
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* Phaser.Math.numberArrayStep(0);
266+
* Phaser.ArrayUtils.numberArrayStep(0);
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* // => []
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*/
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numberArrayStep: function(start, end, step) {

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