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Copy file name to clipboardExpand all lines: src/core/typedefs/GameConfig.js
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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 {@linkPhaser.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.
Copy file name to clipboardExpand all lines: src/gameobjects/domelement/DOMElement.js
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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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varDOMElement=newClass({
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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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*/
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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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*/
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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.
Copy file name to clipboardExpand all lines: src/gameobjects/particles/ParticleEmitter.js
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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 {@linkPhaser.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.
* @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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