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Merge pull request phaserjs#1228 from Rovanion/dev
Corrected documentation for Phaser.Rope
2 parents 2657de0 + 3ec5f2e commit 837a035

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Lines changed: 7 additions & 7 deletions

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src/gameobjects/GameObjectFactory.js

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@@ -176,7 +176,7 @@ Phaser.GameObjectFactory.prototype = {
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sound: function (key, volume, loop, connect) {
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return this.game.sound.add(key, volume, loop, connect);
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},
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/**
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* @method Phaser.GameObjectFactory#rope
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* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
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* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
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* @param {number} width - The width of the TileSprite.
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* @param {number} height - The height of the TileSprite.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @param {Array} points - An array of {Phaser.Point}.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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* Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js
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*/
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rope: function (x, y, key, frame, points, group) {
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src/gameobjects/Rope.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @author Richard Davey <rich@photonstorm.com>, Rovanion Luckey <rovanion.luckey@gmail.com>
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* @copyright 2014 Photon Storm Ltd, Richard Davey, Rovanion Luckey
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the Rope at.
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* @param {number} y - The y coordinate (in world space) to position the Rope at.
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* @param {number} width - The width of the Rope.
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* @param {number} height - The height of the Rope.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @param {Array} points - An array of {Phaser.Point}.
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* Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js
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*/
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Phaser.Rope = function (game, x, y, key, frame, points) {
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