@@ -307,41 +307,39 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
307307
308308 /**
309309 * The ID of the current/last logic update applied this render frame, starting from 0.
310- *
311310 * The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.`
312311 * @property {integer } currentUpdateID
313312 * @protected
314313 */
315314 this . currentUpdateID = 0 ;
316315
317316 /**
318- * Number of logic updates expected to occur this render frame;
319- * will be 1 unless there are catch-ups required (and allowed).
317+ * Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
320318 * @property {integer } updatesThisFrame
321319 * @protected
322320 */
323321 this . updatesThisFrame = 1 ;
324322
325323 /**
326- * @property {number } _deltaTime - accumulate elapsed time until a logic update is due
324+ * @property {number } _deltaTime - Accumulate elapsed time until a logic update is due.
327325 * @private
328326 */
329327 this . _deltaTime = 0 ;
330328
331329 /**
332- * @property {number } _lastCount - remember how many 'catch-up' iterations were used on the logicUpdate last frame
330+ * @property {number } _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.
333331 * @private
334332 */
335333 this . _lastCount = 0 ;
336334
337335 /**
338- * @property {number } _spiraling - if the 'catch-up' iterations are spiraling out of control, this counter is incremented
336+ * @property {number } _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.
339337 * @private
340338 */
341339 this . _spiraling = 0 ;
342340
343341 /**
344- * @property {boolean } _kickstart - Force a logic update + render by default (always on Boot and State swap)
342+ * @property {boolean } _kickstart - Force a logic update + render by default (always set on Boot and State swap)
345343 * @private
346344 */
347345 this . _kickstart = true ;
@@ -360,7 +358,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
360358 this . forceSingleUpdate = false ;
361359
362360 /**
363- * @property {number } _nextNotification - the soonest game.time.time value that the next fpsProblemNotifier can be dispatched
361+ * @property {number } _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.
364362 * @private
365363 */
366364 this . _nextFpsNotification = 0 ;
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