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Fixed Types references
1 parent 2008438 commit a6341a9

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Lines changed: 54 additions & 57 deletions

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src/cache/BaseCache.js

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@@ -153,8 +153,6 @@ var BaseCache = new Class({
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* @method Phaser.Cache.BaseCache#getKeys
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* @since 3.17.0
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*
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* @genericUse {K[]} - [$return]
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*
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* @return {string[]} Array containing all the keys.
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*/
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getKeys: function ()

src/cameras/2d/Camera.js

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@@ -642,7 +642,7 @@ var Camera = new Class({
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* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
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* @param {(string|function)} [ease='Linear'] - The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.
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* @param {boolean} [force=false] - Force the pan effect to start immediately, even if already running.
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* @param {CameraPanCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
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* @param {Phaser.Types.Cameras.Scene2D.CameraPanCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
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* It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
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* the current camera scroll x coordinate and the current camera scroll y coordinate.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
@@ -666,7 +666,7 @@ var Camera = new Class({
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* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
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* @param {(string|function)} [ease='Linear'] - The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.
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* @param {boolean} [force=false] - Force the pan effect to start immediately, even if already running.
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* @param {CameraPanCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
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* @param {Phaser.Types.Cameras.Scene2D.CameraPanCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
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* It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
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* the current camera scroll x coordinate and the current camera scroll y coordinate.
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* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

src/core/typedefs/GameConfig.js

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@@ -9,9 +9,9 @@
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* @property {number} [type=CONST.AUTO] - Which renderer to use. Phaser.AUTO, Phaser.CANVAS, Phaser.HEADLESS, or Phaser.WEBGL. AUTO picks WEBGL if available, otherwise CANVAS.
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* @property {(HTMLElement|string)} [parent=null] - The DOM element that will contain the game canvas, or its `id`. If undefined or if the named element doesn't exist, the game canvas is inserted directly into the document body. If `null` no parent will be used and you are responsible for adding the canvas to your environment.
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* @property {HTMLCanvasElement} [canvas=null] - Provide your own Canvas element for Phaser to use instead of creating one.
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* @property {string} [canvasStyle=null] - CSS styles to apply to the game canvas instead of Phaser's default styles.
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* @property {string} [canvasStyle=null] - CSS styles to apply to the game canvas instead of Phasers default styles.
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* @property {CanvasRenderingContext2D} [context] - Provide your own Canvas Context for Phaser to use, instead of creating one.
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* @property {(Phaser.Scene|Phaser.Scene[]|Phaser.Types.Scenes.SettingsConfig|Phaser.Types.Scenes.SettingsConfig[]|Phaser.Types.Scenes.CreateSceneFromObjectConfig|Phaser.Types.Scenes.CreateSceneFromObjectConfig[]|function|function[])} [scene=null] - A scene or scenes to add to the game. If several are given, the first is started; the remainder are started only if they have `{ active: true }`. See the `sceneConfig` argument in {@link Phaser.Scenes.SceneManager#add}.
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* @property {(Phaser.Scene|Phaser.Scene[]|Phaser.Types.Scenes.SettingsConfig|Phaser.Types.Scenes.SettingsConfig[]|Phaser.Types.Scenes.CreateSceneFromObjectConfig|Phaser.Types.Scenes.CreateSceneFromObjectConfig[]|function)} [scene=null] - A scene or scenes to add to the game. If several are given, the first is started; the remainder are started only if they have `{ active: true }`. See the `sceneConfig` argument in `Phaser.Scenes.SceneManager#add`.
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* @property {string[]} [seed] - Seed for the random number generator.
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* @property {string} [title=''] - The title of the game. Shown in the browser console.
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* @property {string} [url='http://phaser.io'] - The URL of the game. Shown in the browser console.

src/core/typedefs/PhysicsConfig.js

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@@ -5,5 +5,5 @@
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* @property {string} [default] - The default physics system. It will be started for each scene. Phaser provides 'arcade', 'impact', and 'matter'.
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* @property {Phaser.Types.Physics.Arcade.ArcadeWorldConfig} [arcade] - Arcade Physics configuration.
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* @property {Phaser.Types.Physics.Impact.WorldConfig} [impact] - Impact Physics configuration.
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* @property {MatterWorldConfig} [matter] - Matter Physics configuration.
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* @property {Phaser.Types.Physics.Matter.MatterWorldConfig} [matter] - Matter Physics configuration.
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*/

src/gameobjects/components/PathFollower.js

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@@ -335,7 +335,6 @@ var PathFollower = {
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* Called automatically by the Scene step, should not typically be called directly.
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*
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* @method Phaser.GameObjects.Components.PathFollower#pathUpdate
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* @protected
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* @since 3.17.0
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*/
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pathUpdate: function ()

src/gameobjects/domelement/DOMElement.js

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@@ -83,9 +83,9 @@ var Vector4 = require('../../math/Vector4');
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} [x=0] - The horizontal position of this DOM Element in the world.
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* @param {number} [y=0] - The vertical position of this DOM Element in the world.
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* @param {(Element|DOMString|string)} [element] - An existing DOM element, or a string. If a string starting with a # it will do a `getElementById` look-up on the string (minus the hash). Without a hash, it represents the type of element to create, i.e. 'div'.
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* @param {(DOMString|any)} [style] - If a string, will be set directly as the elements `style` property value. If a plain object, will be iterated and the values transferred. In both cases the values replacing whatever CSS styles may have been previously set.
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* @param {DOMString} [innerText] - If given, will be set directly as the elements `innerText` property value, replacing whatever was there before.
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* @param {(Element|string)} [element] - An existing DOM element, or a string. If a string starting with a # it will do a `getElementById` look-up on the string (minus the hash). Without a hash, it represents the type of element to create, i.e. 'div'.
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* @param {(string|any)} [style] - If a string, will be set directly as the elements `style` property value. If a plain object, will be iterated and the values transferred. In both cases the values replacing whatever CSS styles may have been previously set.
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* @param {string} [innerText] - If given, will be set directly as the elements `innerText` property value, replacing whatever was there before.
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*/
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var DOMElement = new Class({
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@@ -470,8 +470,8 @@ var DOMElement = new Class({
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* @since 3.17.0
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*
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* @param {string} tagName - A string that specifies the type of element to be created. The nodeName of the created element is initialized with the value of tagName. Don't use qualified names (like "html:a") with this method.
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* @param {(DOMString|any)} [style] - Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
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* @param {DOMString} [innerText] - A DOMString that holds the text that will be set as the innerText of the created element.
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* @param {(string|any)} [style] - Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
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* @param {string} [innerText] - A DOMString that holds the text that will be set as the innerText of the created element.
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*
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* @return {this} This DOM Element instance.
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*/
@@ -526,8 +526,8 @@ var DOMElement = new Class({
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* @since 3.17.0
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*
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* @param {(string|Element)} element - If a string it is passed to `getElementById()`, or it should be a reference to an existing Element.
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* @param {(DOMString|any)} [style] - Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
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* @param {DOMString} [innerText] - A DOMString that holds the text that will be set as the innerText of the created element.
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* @param {(string|any)} [style] - Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.
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* @param {string} [innerText] - A DOMString that holds the text that will be set as the innerText of the created element.
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*
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* @return {this} This DOM Element instance.
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*/
@@ -632,7 +632,7 @@ var DOMElement = new Class({
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* @since 3.17.0
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*
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* @param {string} The key of the html cache entry to use for this DOM Element.
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* @param {DOMString} [tagName='div'] - The tag name of the element into which all of the loaded html will be inserted. Defaults to a plain div tag.
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* @param {string} [tagName='div'] - The tag name of the element into which all of the loaded html will be inserted. Defaults to a plain div tag.
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*
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* @return {this} This DOM Element instance.
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*/
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* @method Phaser.GameObjects.DOMElement#createFromHTML
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* @since 3.17.0
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*
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* @param {DOMString} A string of html to be set as the `innerHTML` property of the created element.
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* @param {DOMString} [tagName='div'] - The tag name of the element into which all of the html will be inserted. Defaults to a plain div tag.
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* @param {string} A string of html to be set as the `innerHTML` property of the created element.
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* @param {string} [tagName='div'] - The tag name of the element into which all of the html will be inserted. Defaults to a plain div tag.
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*
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* @return {this} This DOM Element instance.
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*/
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* @method Phaser.GameObjects.DOMElement#setText
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* @since 3.17.0
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*
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* @param {DOMString} text - A DOMString representing the rendered text content of the element.
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* @param {string} text - A DOMString representing the rendered text content of the element.
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*
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* @return {this} This DOM Element instance.
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*/
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* @method Phaser.GameObjects.DOMElement#setHTML
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* @since 3.17.0
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*
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* @param {DOMString} html - A DOMString of html to be set as the `innerHTML` property of the element.
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* @param {string} html - A DOMString of html to be set as the `innerHTML` property of the element.
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*
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* @return {this} This DOM Element instance.
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*/

src/gameobjects/particles/ParticleEmitter.js

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@@ -1420,7 +1420,7 @@ var ParticleEmitter = new Class({
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/**
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* Sets or removes the {@link Phaser.GameObjects.Particles.ParticleEmitter#emitZone}.
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*
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* An {@link Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig EdgeZone} places particles on its edges. Its {@link EdgeZoneSource source} can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable {@link Phaser.Types.GameObjects.Particles.EdgeZoneSourceCallback getPoints} method.
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* An {@link Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig EdgeZone} places particles on its edges. Its {@link Phaser.Types.GameObjects.Particles.EdgeZoneSource source} can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable {@link Phaser.Types.GameObjects.Particles.EdgeZoneSourceCallback getPoints} method.
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*
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* A {@link Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig RandomZone} places randomly within its interior. Its {@link RandomZoneSource source} can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable {@link Phaser.Types.GameObjects.Particles.RandomZoneSourceCallback getRandomPoint} method.
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*

src/gameobjects/particles/zones/EdgeZone.js

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@@ -163,12 +163,12 @@ var EdgeZone = new Class({
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},
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/**
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* Change the EdgeZone's source.
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* Change the source of the EdgeZone.
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*
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* @method Phaser.GameObjects.Particles.Zones.EdgeZone#changeSource
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* @since 3.0.0
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*
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* @param {EdgeZoneSource} source - An object instance with a `getPoints(quantity, stepRate)` method returning an array of points.
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* @param {Phaser.Types.GameObjects.Particles.EdgeZoneSource} source - An object instance with a `getPoints(quantity, stepRate)` method returning an array of points.
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*
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* @return {Phaser.GameObjects.Particles.Zones.EdgeZone} This Edge Zone.
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*/

src/gameobjects/shader/Shader.js

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@@ -120,7 +120,7 @@ var Shader = new Class({
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* Empty by default and set during a call to the `setShader` method.
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*
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* @name Phaser.GameObjects.Shader#shader
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* @type {Phaser.Display.Shader}
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* @type {Phaser.Display.BaseShader}
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* @since 3.17.0
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*/
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this.shader;

src/gameobjects/text/TextStyle.js

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* @method Phaser.GameObjects.TextStyle#getTextMetrics
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* @since 3.0.0
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*
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* @return {BitmapTextMetrics} The text metrics.
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* @return {Phaser.Types.GameObjects.Text.TextMetrics} The text metrics.
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*/
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getTextMetrics: function ()
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{

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