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Corrected the docs for Rope somewhat.
1 parent bee0e73 commit 9023ec1

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Lines changed: 3 additions & 5 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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/**
@@ -219,10 +219,9 @@ Phaser.GameObjectFactory.prototype = {
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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 points Something something dark side.
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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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*/

src/gameobjects/Rope.js

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@@ -14,10 +14,9 @@
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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 points Something something dark side.
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*/
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Phaser.Rope = function (game, x, y, key, frame, points) {
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