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JSDoc fixes
1 parent bbcc834 commit 28d925b

18 files changed

Lines changed: 26 additions & 22 deletions

src/gameobjects/particles/typedefs/RandomZoneSourceCallback.js

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* @callback Phaser.Types.GameObjects.Particles.RandomZoneSourceCallback
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2Like} point - A point to modify.
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* @param {Phaser.Types.Math.Vector2Like} point - A point to modify.
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*/

src/gameobjects/particles/zones/RandomZone.js

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@@ -9,7 +9,7 @@ var Vector2 = require('../../../math/Vector2');
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/**
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* @classdesc
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* A zone that places particles randomly within a shape's area.
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* A zone that places particles randomly within a shapes area.
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*
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* @class RandomZone
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* @memberof Phaser.GameObjects.Particles.Zones

src/gameobjects/rope/Rope.js

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@@ -88,7 +88,7 @@ var Rope = new Class({
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* The Animation State of this Rope.
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*
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* @name Phaser.GameObjects.Rope#anims
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* @type {Phaser.Animation.AnimationState}
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* @type {Phaser.Animations.AnimationState}
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* @since 3.23.0
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*/
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this.anims = new AnimationState(this);

src/layer3d/Model.js

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@@ -76,7 +76,7 @@ var Model = new Class({
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* The Animation State of this Model.
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*
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* @name Phaser.Geom.Mesh.Model#anims
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* @type {Phaser.Animation.AnimationState}
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* @type {Phaser.Animations.AnimationState}
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* @since 3.50.0
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*/
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this.anims = new AnimationState(this);

src/physics/arcade/World.js

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@@ -2051,10 +2051,10 @@ var World = new Class({
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Group} group - The first object to check for collision.
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* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The second object to check for collision.
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* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
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* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {any} [callbackContext] - The context in which to run the callbacks.
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* @param {Phaser.Tilemaps.TilemapLayer} tilemapLayer - The second object to check for collision.
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* @param {ArcadePhysicsCallback} collideCallback - An optional callback function that is called if the objects collide.
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* @param {ArcadePhysicsCallback} processCallback - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {any} callbackContext - The context in which to run the callbacks.
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* @param {boolean} overlapOnly - Whether this is a collision or overlap check.
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*
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* @return {boolean} True if any objects overlap (with `overlapOnly`); or true if any overlapping objects were separated.
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
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* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The second object to check for collision.
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* @param {Phaser.Tilemaps.TilemapLayer} tilemapLayer - The second object to check for collision.
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* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
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* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {any} [callbackContext] - The context in which to run the callbacks.
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* @since 3.17.0
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*
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* @param {Phaser.GameObjects.GameObject} sprite - The first object to check for collision.
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* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The second object to check for collision.
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* @param {Phaser.Tilemaps.TilemapLayer} tilemapLayer - The second object to check for collision.
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* @param {ArcadePhysicsCallback} [collideCallback] - An optional callback function that is called if the objects collide.
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* @param {ArcadePhysicsCallback} [processCallback] - An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.
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* @param {any} [callbackContext] - The context in which to run the callbacks.

src/physics/arcade/tilemap/SeparateTile.js

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@@ -18,7 +18,7 @@ var TileIntersectsBody = require('./TileIntersectsBody');
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tilemaps.Tile} tile - The tile to collide against.
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* @param {Phaser.Geom.Rectangle} tileWorldRect - A rectangle-like object defining the dimensions of the tile.
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* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer - The tilemapLayer to collide against.
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* @param {Phaser.Tilemaps.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @param {number} tileBias - The tile bias value. Populated by the `World.TILE_BIAS` constant.
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* @param {boolean} isLayer - Is this check coming from a TilemapLayer or an array of tiles?
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*
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/**
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* An Arcade Physics Collider Type.
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*
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* @typedef {(Phaser.GameObjects.GameObject|Phaser.GameObjects.Group|Phaser.Physics.Arcade.Sprite|Phaser.Physics.Arcade.Image|Phaser.Physics.Arcade.StaticGroup|Phaser.Physics.Arcade.Group|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer|Phaser.GameObjects.GameObject[]|Phaser.Physics.Arcade.Sprite[]|Phaser.Physics.Arcade.Image[]|Phaser.Physics.Arcade.StaticGroup[]|Phaser.Physics.Arcade.Group[]|Phaser.Tilemaps.DynamicTilemapLayer[]|Phaser.Tilemaps.StaticTilemapLayer[])} Phaser.Types.Physics.Arcade.ArcadeColliderType
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* @typedef {(Phaser.GameObjects.GameObject|Phaser.GameObjects.Group|Phaser.Physics.Arcade.Sprite|Phaser.Physics.Arcade.Image|Phaser.Physics.Arcade.StaticGroup|Phaser.Physics.Arcade.Group|Phaser.Tilemaps.TilemapLayer|Phaser.GameObjects.GameObject[]|Phaser.Physics.Arcade.Sprite[]|Phaser.Physics.Arcade.Image[]|Phaser.Physics.Arcade.StaticGroup[]|Phaser.Physics.Arcade.Group[]|Phaser.Tilemaps.TilemapLayer[])} Phaser.Types.Physics.Arcade.ArcadeColliderType
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* @since 3.0.0
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*/

src/physics/matter-js/Factory.js

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* @param {(Phaser.Types.Physics.Matter.MatterBodyConfig|MatterJS.Body)} [options] - A Matter Body configuration object, or an instance of a Matter Body.
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* @param {boolean} [addToWorld=true] - Add this Matter Body to the World?
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*
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* @return {Phaser.Physics.Matter.MatterGameObject} The Game Object that had the Matter Components injected into it.
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* @return {(Phaser.Physics.Matter.Image|Phaser.Physics.Matter.Sprite|Phaser.GameObjects.GameObject)} The Game Object that had the Matter Components injected into it.
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*/
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gameObject: function (gameObject, options, addToWorld)
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{

src/physics/matter-js/World.js

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* @method Phaser.Physics.Matter.World#convertTilemapLayer
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* @since 3.0.0
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*
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* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer -
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* An array of tiles.
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* @param {Phaser.Tilemaps.TilemapLayer} tilemapLayer - An array of tiles.
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* @param {object} [options] - Options to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}
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*
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* @return {this} This Matter World object.

src/renderer/webgl/pipelines/GraphicsPipeline.js

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@@ -571,6 +571,7 @@ var GraphicsPipeline = new Class({
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* Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3
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*
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* @method Phaser.Renderer.WebGL.Pipelines.GraphicsPipeline#batchQuad
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* @override
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* @since 3.50.0
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*
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* @param {number} x0 - The top-left x position.
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* ```
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*
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* @method Phaser.Renderer.WebGL.Pipelines.GraphicsPipeline#batchTri
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* @override
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* @since 3.50.0
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*
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* @param {number} x1 - The bottom-left x position.

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