@@ -92,7 +92,7 @@ Phaser.Weapon = function (game, parent) {
9292 this . fireFrom = new Phaser . Rectangle ( 0 , 0 , 1 , 1 ) ;
9393
9494 /**
95- * The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP
95+ * The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP
9696 * or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.
9797 * @type {integer }
9898 */
@@ -170,22 +170,22 @@ Phaser.Weapon = function (game, parent) {
170170
171171 /**
172172 * This is a variance added to the speed of Bullets when they are fired.
173- * If bullets have a `bulletSpeed` value of 200, and a `bulletSpeedVariance` of 50
173+ * If bullets have a `bulletSpeed` value of 200, and a `bulletSpeedVariance` of 50
174174 * then the actual speed of the Bullets will be between 150 and 250 pixels per second.
175175 * @type {number }
176176 */
177177 this . bulletSpeedVariance = 0 ;
178178
179179 /**
180- * If you've set `bulletKillType` to `Phaser.Weapon.KILL_LIFESPAN` this controls the amount
180+ * If you've set `bulletKillType` to `Phaser.Weapon.KILL_LIFESPAN` this controls the amount
181181 * of lifespan the Bullets have set on launch. The value is given in milliseconds.
182182 * When a Bullet hits its lifespan limit it will be automatically killed.
183183 * @type {number }
184184 */
185185 this . bulletLifespan = 0 ;
186186
187187 /**
188- * If you've set `bulletKillType` to `Phaser.Weapon.KILL_DISTANCE` this controls the distance
188+ * If you've set `bulletKillType` to `Phaser.Weapon.KILL_DISTANCE` this controls the distance
189189 * the Bullet can travel before it is automatically killed. The distance is given in pixels.
190190 * @type {number }
191191 */
@@ -259,7 +259,7 @@ Phaser.Weapon = function (game, parent) {
259259 * This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.
260260 * It's used in combination with `Weapon.bulletKillType` when that is set to either `Phaser.Weapon.KILL_WEAPON_BOUNDS`
261261 * or `Phaser.Weapon.KILL_STATIC_BOUNDS`. If you are not using either of these kill types then the bounds are ignored.
262- * If you are tracking a Sprite or Point then the bounds are centered on that object every frame.
262+ * If you are tracking a Sprite or Point then the bounds are centered on that object every frame.
263263 *
264264 * @type {Phaser.Rectangle }
265265 */
@@ -298,8 +298,8 @@ Phaser.Weapon = function (game, parent) {
298298
299299 /**
300300 * The onFire Signal is dispatched each time `Weapon.fire` is called, and a Bullet is
301- * _successfully_ launched. The callback is set two arguments: a reference to the Weapon that fired the bullet ,
302- * and a reference to the bullet sprite itself .
301+ * _successfully_ launched. The callback is set two arguments: a reference to the bullet sprite itself ,
302+ * and a reference to the Weapon that fired the bullet .
303303 *
304304 * @type {Phaser.Signal }
305305 */
@@ -387,7 +387,7 @@ Phaser.Weapon.KILL_NEVER = 0;
387387Phaser . Weapon . KILL_LIFESPAN = 1 ;
388388
389389/**
390- * A `bulletKillType` constant that automatically kills the bullets after they
390+ * A `bulletKillType` constant that automatically kills the bullets after they
391391* exceed the `bulletDistance` from their original firing position.
392392* @constant
393393* @type {integer }
@@ -438,7 +438,7 @@ Phaser.Weapon.KILL_STATIC_BOUNDS = 6;
438438* so be careful it doesn't grow too large.
439439*
440440* You can either set the texture key and frame here, or via the `Weapon.bulletKey` and `Weapon.bulletFrame`
441- * properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a
441+ * properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a
442442* single Weapon instance must share the same texture key however.
443443*
444444* @method Phaser.Weapon#createBullets
@@ -466,7 +466,7 @@ Phaser.Weapon.prototype.createBullets = function (quantity, key, frame, group) {
466466 this . autoExpandBulletsGroup = true ;
467467 quantity = 1 ;
468468 }
469-
469+
470470 this . bullets . createMultiple ( quantity , key , frame ) ;
471471
472472 this . bullets . setAll ( 'data.bulletManager' , this ) ;
@@ -684,7 +684,7 @@ Phaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {
684684* Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,
685685* then this method returns `false`. It will also return false if not enough time has expired since the last time
686686* the Weapon was fired, as defined in the `Weapon.fireRate` property.
687- *
687+ *
688688* Otherwise the first available bullet is selected and launched.
689689*
690690* 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,
972972
973973/**
974974* Sets the texture frames that the bullets can use when being launched.
975- *
975+ *
976976* This is intended for use when you've got numeric based frames, such as those loaded via a Sprite Sheet.
977- *
977+ *
978978* It works by calling `Phaser.ArrayUtils.numberArray` internally, using the min and max values
979979* provided. Then it sets the frame index to be zero.
980- *
980+ *
981981* You can optionally set the cycle and random booleans, to allow bullets to cycle through the frames
982982* when they're fired, or pick one at random.
983983*
@@ -1102,10 +1102,10 @@ Object.defineProperty(Phaser.Weapon.prototype, "bulletClass", {
11021102*
11031103* * `Phaser.Weapon.KILL_LIFESPAN`
11041104* The bullets are automatically killed when their `bulletLifespan` amount expires.
1105- *
1105+ *
11061106* * `Phaser.Weapon.KILL_DISTANCE`
11071107* The bullets are automatically killed when they exceed `bulletDistance` pixels away from their original launch position.
1108- *
1108+ *
11091109* * `Phaser.Weapon.KILL_WEAPON_BOUNDS`
11101110* The bullets are automatically killed when they no longer intersect with the `Weapon.bounds` rectangle.
11111111*
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