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jsdoc fixes / typos.
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src/core/ScaleManager.js

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@
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* The Game size is the logical size of the game; the Display canvas has size as an HTML element.
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*
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* The calculations of these are heavily influenced by the bounding Parent size which is the computed
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* dimenstions of the Display canvas's Parent container/element - the _effective CSS rules of the
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* dimensions of the Display canvas's Parent container/element - the _effective CSS rules of the
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* canvas's Parent element play an important role_ in the operation of the ScaleManager.
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*
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* The Display canvas - or Game size, depending {@link #scaleMode} - is updated to best utilize the Parent size.
@@ -288,7 +288,7 @@ Phaser.ScaleManager = function (game, width, height) {
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* If `targetElement` is _not_ the same element as {@link #fullScreenTarget}:
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* - After initialization the Display canvas is moved onto the `targetElement` for
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* the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited.
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* - The `targetElement` is moved/reparanted within the DOM and may have its CSS styles updated.
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* - The `targetElement` is moved/re-parented within the DOM and may have its CSS styles updated.
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*
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* The behavior of a pre-assigned target element is covered in {@link Phaser.ScaleManager#fullScreenTarget fullScreenTarget}.
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*
@@ -432,7 +432,7 @@ Phaser.ScaleManager = function (game, width, height) {
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* Various compatibility settings.
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* A value of "(auto)" indicates the setting is configured based on device and runtime information.
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*
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* A {@link #refresh} may need to be peformed after making changes.
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* A {@link #refresh} may need to be performed after making changes.
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*
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* @protected
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*
@@ -444,7 +444,7 @@ Phaser.ScaleManager = function (game, width, height) {
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*
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* @property {?Phaser.Point} [scrollTo=(auto)] - If specified the window will be scrolled to this position on every refresh.
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*
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* @property {boolean} [forceMinimumDocumentHeight=false] - If enabled the document elements minimum height is explicity set on updates.
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* @property {boolean} [forceMinimumDocumentHeight=false] - If enabled the document elements minimum height is explicitly set on updates.
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* The height set varies by device and may either be the height of the window or the viewport.
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*
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* @property {boolean} [canExpandParent=true] - If enabled then SHOW_ALL and USER_SCALE modes can try and expand the parent element. It may be necessary for the parent element to impose CSS width/height restrictions.
@@ -479,7 +479,7 @@ Phaser.ScaleManager = function (game, width, height) {
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this._fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;
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/**
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* If the parent container of the Game canvas is the browser window itself (ie. document.body),
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* If the parent container of the Game canvas is the browser window itself (i.e. document.body),
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* rather than another div, this should set to `true`.
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*
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* The {@link #parentNode} property is generally ignored while this is in effect.
@@ -766,6 +766,8 @@ Phaser.ScaleManager.prototype = {
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// Don't use updateOrientationState so events are not fired
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this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback);
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this.grid = new Phaser.FlexGrid(this, this.width, this.height);
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},
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/**
@@ -875,8 +877,6 @@ Phaser.ScaleManager.prototype = {
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this._gameSize.setTo(0, 0, newWidth, newHeight);
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this.grid = new Phaser.FlexGrid(this, newWidth, newHeight);
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this.updateDimensions(newWidth, newHeight, false);
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},
@@ -977,7 +977,7 @@ Phaser.ScaleManager.prototype = {
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*
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* This also triggers updates on {@link #grid} (FlexGrid) and, if in a RESIZE mode, `game.state` (StateManager).
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*
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* @method Phaser.ScaleMager#signalSizeChange
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* @method Phaser.ScaleManager#signalSizeChange
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* @private
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*/
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signalSizeChange: function () {

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