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Fixed this return types for Phaser.Cameras.Scene2D.Camera
1 parent a7dd0d1 commit 293f6e7

1 file changed

Lines changed: 14 additions & 14 deletions

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src/cameras/2d/Camera.js

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -337,7 +337,7 @@ var Camera = new Class({
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* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} [pipeline] - An optional WebGL Pipeline to render with, can be either a string which is the name of the pipeline, or a pipeline reference.
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* @param {boolean} [renderToGame=true] - If you do not need the Camera to still render to the Game, set this parameter to `false`.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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setRenderToTexture: function (pipeline, renderToGame)
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{
@@ -379,7 +379,7 @@ var Camera = new Class({
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*
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* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} [pipeline] - The WebGL Pipeline to render with, can be either a string which is the name of the pipeline, or a pipeline reference. Or if left empty it will clear the pipeline.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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setPipeline: function (pipeline)
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{
@@ -410,7 +410,7 @@ var Camera = new Class({
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* @method Phaser.Cameras.Scene2D.Camera#clearRenderToTexture
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* @since 3.13.0
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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clearRenderToTexture: function ()
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{
@@ -477,7 +477,7 @@ var Camera = new Class({
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* @param {number} [width] - The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.
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* @param {number} [height] - The height of the deadzone rectangle in pixels.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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setDeadzone: function (width, height)
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{
@@ -533,7 +533,7 @@ var Camera = new Class({
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* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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fadeIn: function (duration, red, green, blue, callback, context)
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{
@@ -557,7 +557,7 @@ var Camera = new Class({
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* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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fadeOut: function (duration, red, green, blue, callback, context)
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{
@@ -581,7 +581,7 @@ var Camera = new Class({
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* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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fadeFrom: function (duration, red, green, blue, force, callback, context)
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{
@@ -605,7 +605,7 @@ var Camera = new Class({
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* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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fade: function (duration, red, green, blue, force, callback, context)
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{
@@ -629,7 +629,7 @@ var Camera = new Class({
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* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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flash: function (duration, red, green, blue, force, callback, context)
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{
@@ -651,7 +651,7 @@ var Camera = new Class({
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* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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shake: function (duration, intensity, force, callback, context)
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{
@@ -677,7 +677,7 @@ var Camera = new Class({
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* the current camera scroll x coordinate and the current camera scroll y coordinate.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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pan: function (x, y, duration, ease, force, callback, context)
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{
@@ -701,7 +701,7 @@ var Camera = new Class({
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* the current camera scroll x coordinate and the current camera scroll y coordinate.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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zoomTo: function (zoom, duration, ease, force, callback, context)
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{
@@ -934,7 +934,7 @@ var Camera = new Class({
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* @method Phaser.Cameras.Scene2D.Camera#stopFollow
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* @since 3.0.0
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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stopFollow: function ()
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{
@@ -950,7 +950,7 @@ var Camera = new Class({
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* @method Phaser.Cameras.Scene2D.Camera#resetFX
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* @since 3.0.0
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*
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* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
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* @return {this} This Camera instance.
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*/
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resetFX: function ()
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{

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