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jsdocs update.
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src/core/Game.js

Lines changed: 6 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -307,41 +307,39 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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/**
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* The ID of the current/last logic update applied this render frame, starting from 0.
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*
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* The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.`
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* @property {integer} currentUpdateID
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* @protected
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*/
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this.currentUpdateID = 0;
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/**
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* Number of logic updates expected to occur this render frame;
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* will be 1 unless there are catch-ups required (and allowed).
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* Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
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* @property {integer} updatesThisFrame
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* @protected
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*/
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this.updatesThisFrame = 1;
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/**
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* @property {number} _deltaTime - accumulate elapsed time until a logic update is due
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* @property {number} _deltaTime - Accumulate elapsed time until a logic update is due.
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* @private
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*/
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this._deltaTime = 0;
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/**
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* @property {number} _lastCount - remember how many 'catch-up' iterations were used on the logicUpdate last frame
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* @property {number} _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.
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* @private
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*/
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this._lastCount = 0;
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/**
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* @property {number} _spiraling - if the 'catch-up' iterations are spiraling out of control, this counter is incremented
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* @property {number} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.
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* @private
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*/
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this._spiraling = 0;
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/**
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* @property {boolean} _kickstart - Force a logic update + render by default (always on Boot and State swap)
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* @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap)
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* @private
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*/
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this._kickstart = true;
@@ -360,7 +358,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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this.forceSingleUpdate = false;
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/**
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* @property {number} _nextNotification - the soonest game.time.time value that the next fpsProblemNotifier can be dispatched
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* @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.
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* @private
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*/
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this._nextFpsNotification = 0;

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