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Reorder Weapon.onFire argument order in documentation.
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Lines changed: 16 additions & 16 deletions

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src/plugins/weapon/WeaponPlugin.js

Lines changed: 16 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -92,7 +92,7 @@ Phaser.Weapon = function (game, parent) {
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this.fireFrom = new Phaser.Rectangle(0, 0, 1, 1);
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/**
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* The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP
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* The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP
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* or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.
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* @type {integer}
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*/
@@ -170,22 +170,22 @@ Phaser.Weapon = function (game, parent) {
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/**
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* This is a variance added to the speed of Bullets when they are fired.
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* If bullets have a `bulletSpeed` value of 200, and a `bulletSpeedVariance` of 50
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* If bullets have a `bulletSpeed` value of 200, and a `bulletSpeedVariance` of 50
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* then the actual speed of the Bullets will be between 150 and 250 pixels per second.
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* @type {number}
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*/
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this.bulletSpeedVariance = 0;
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/**
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* If you've set `bulletKillType` to `Phaser.Weapon.KILL_LIFESPAN` this controls the amount
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* If you've set `bulletKillType` to `Phaser.Weapon.KILL_LIFESPAN` this controls the amount
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* of lifespan the Bullets have set on launch. The value is given in milliseconds.
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* When a Bullet hits its lifespan limit it will be automatically killed.
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* @type {number}
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*/
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this.bulletLifespan = 0;
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/**
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* If you've set `bulletKillType` to `Phaser.Weapon.KILL_DISTANCE` this controls the distance
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* If you've set `bulletKillType` to `Phaser.Weapon.KILL_DISTANCE` this controls the distance
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* the Bullet can travel before it is automatically killed. The distance is given in pixels.
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* @type {number}
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*/
@@ -259,7 +259,7 @@ Phaser.Weapon = function (game, parent) {
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* This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.
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* It's used in combination with `Weapon.bulletKillType` when that is set to either `Phaser.Weapon.KILL_WEAPON_BOUNDS`
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* or `Phaser.Weapon.KILL_STATIC_BOUNDS`. If you are not using either of these kill types then the bounds are ignored.
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* If you are tracking a Sprite or Point then the bounds are centered on that object every frame.
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* If you are tracking a Sprite or Point then the bounds are centered on that object every frame.
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*
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* @type {Phaser.Rectangle}
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*/
@@ -298,8 +298,8 @@ Phaser.Weapon = function (game, parent) {
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/**
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* The onFire Signal is dispatched each time `Weapon.fire` is called, and a Bullet is
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* _successfully_ launched. The callback is set two arguments: a reference to the Weapon that fired the bullet,
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* and a reference to the bullet sprite itself.
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* _successfully_ launched. The callback is set two arguments: a reference to the bullet sprite itself,
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* and a reference to the Weapon that fired the bullet.
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*
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* @type {Phaser.Signal}
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*/
@@ -387,7 +387,7 @@ Phaser.Weapon.KILL_NEVER = 0;
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Phaser.Weapon.KILL_LIFESPAN = 1;
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/**
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* A `bulletKillType` constant that automatically kills the bullets after they
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* A `bulletKillType` constant that automatically kills the bullets after they
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* exceed the `bulletDistance` from their original firing position.
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* @constant
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* @type {integer}
@@ -438,7 +438,7 @@ Phaser.Weapon.KILL_STATIC_BOUNDS = 6;
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* so be careful it doesn't grow too large.
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*
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* You can either set the texture key and frame here, or via the `Weapon.bulletKey` and `Weapon.bulletFrame`
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* properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a
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* properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a
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* single Weapon instance must share the same texture key however.
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*
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* @method Phaser.Weapon#createBullets
@@ -466,7 +466,7 @@ Phaser.Weapon.prototype.createBullets = function (quantity, key, frame, group) {
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this.autoExpandBulletsGroup = true;
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quantity = 1;
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}
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this.bullets.createMultiple(quantity, key, frame);
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this.bullets.setAll('data.bulletManager', this);
@@ -684,7 +684,7 @@ Phaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {
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* Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,
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* then this method returns `false`. It will also return false if not enough time has expired since the last time
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* the Weapon was fired, as defined in the `Weapon.fireRate` property.
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*
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*
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* Otherwise the first available bullet is selected and launched.
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*
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* The arguments are all optional, but allow you to control both where the bullet is launched from, and aimed at.
@@ -972,12 +972,12 @@ Phaser.Weapon.prototype.setBulletBodyOffset = function (width, height, offsetX,
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/**
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* Sets the texture frames that the bullets can use when being launched.
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*
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*
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* This is intended for use when you've got numeric based frames, such as those loaded via a Sprite Sheet.
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*
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*
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* It works by calling `Phaser.ArrayUtils.numberArray` internally, using the min and max values
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* provided. Then it sets the frame index to be zero.
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*
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*
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* You can optionally set the cycle and random booleans, to allow bullets to cycle through the frames
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* when they're fired, or pick one at random.
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*
@@ -1102,10 +1102,10 @@ Object.defineProperty(Phaser.Weapon.prototype, "bulletClass", {
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*
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* * `Phaser.Weapon.KILL_LIFESPAN`
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* The bullets are automatically killed when their `bulletLifespan` amount expires.
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*
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*
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* * `Phaser.Weapon.KILL_DISTANCE`
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* The bullets are automatically killed when they exceed `bulletDistance` pixels away from their original launch position.
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*
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*
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* * `Phaser.Weapon.KILL_WEAPON_BOUNDS`
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* The bullets are automatically killed when they no longer intersect with the `Weapon.bounds` rectangle.
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*

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