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Improves JSDocs
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src/gameobjects/bitmaptext/dynamic/DynamicBitmapText.js

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@@ -11,10 +11,10 @@ var Render = require('./DynamicBitmapTextRender');
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/**
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* @classdesc
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* BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
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*
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*
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* During rendering for each letter of the text is rendered to the display, proportionally spaced out and aligned to
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* match the font structure.
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*
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*
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* Dynamic Bitmap Text objects are different from Static Bitmap Text in that they invoke a callback for each
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* letter being rendered during the render pass. This callback allows you to manipulate the properties of
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* each letter being rendered, such as its position, scale or tint, allowing you to create interesting effects
@@ -29,12 +29,12 @@ var Render = require('./DynamicBitmapTextRender');
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*
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* To create a BitmapText data files you need a 3rd party app such as:
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*
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* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
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* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
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* Littera (Web-based, free): http://kvazars.com/littera/
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* BMFont (Windows, free): {@link http://www.angelcode.com/products/bmfont/|http://www.angelcode.com/products/bmfont/}
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* Glyph Designer (OS X, commercial): {@link http://www.71squared.com/en/glyphdesigner|http://www.71squared.com/en/glyphdesigner}
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* Littera (Web-based, free): {@link http://kvazars.com/littera/|http://kvazars.com/littera/}
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*
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* For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
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* converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson
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* converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: {@link http://codebeautify.org/xmltojson|http://codebeautify.org/xmltojson}
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*
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* @class DynamicBitmapText
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* @extends Phaser.GameObjects.BitmapText
@@ -119,7 +119,7 @@ var DynamicBitmapText = new Class({
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* The data object that is populated during rendering, then passed to the displayCallback.
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* You should modify this object then return it back from the callback. It's updated values
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* will be used to render the specific glyph.
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*
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*
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* Please note that if you need a reference to this object locally in your game code then you
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* should shallow copy it, as it's updated and re-used for every glyph in the text.
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*

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