@@ -23,7 +23,7 @@ var Vector2 = require('../../math/Vector2');
2323 * By default it will be removed from the Display List and instead added to the Containers own internal list.
2424 *
2525 * The position of the Game Object automatically becomes relative to the position of the Container.
26- *
26+ *
2727 * When the Container is rendered, all of its children are rendered as well, in the order in which they exist
2828 * within the Container. Container children can be repositioned using methods such as `MoveUp`, `MoveDown` and `SendToBack`.
2929 *
@@ -102,10 +102,10 @@ var Container = new Class({
102102
103103 /**
104104 * Does this Container exclusively manage its children?
105- *
105+ *
106106 * The default is `true` which means a child added to this Container cannot
107107 * belong in another Container, which includes the Scene display list.
108- *
108+ *
109109 * If you disable this then this Container will no longer exclusively manage its children.
110110 * This allows you to create all kinds of interesting graphical effects, such as replicating
111111 * Game Objects without reparenting them all over the Scene.
@@ -159,7 +159,7 @@ var Container = new Class({
159159 * @since 3.4.0
160160 */
161161 this . tempTransformMatrix = new Components . TransformMatrix ( ) ;
162-
162+
163163 /**
164164 * A reference to the Scene Display List.
165165 *
@@ -274,10 +274,10 @@ var Container = new Class({
274274
275275 /**
276276 * Does this Container exclusively manage its children?
277- *
277+ *
278278 * The default is `true` which means a child added to this Container cannot
279279 * belong in another Container, which includes the Scene display list.
280- *
280+ *
281281 * If you disable this then this Container will no longer exclusively manage its children.
282282 * This allows you to create all kinds of interesting graphical effects, such as replicating
283283 * Game Objects without reparenting them all over the Scene.
@@ -308,10 +308,10 @@ var Container = new Class({
308308 *
309309 * Some children are unable to return their bounds, such as Graphics objects, in which case
310310 * they are skipped.
311- *
311+ *
312312 * Depending on the quantity of children in this Container it could be a really expensive call,
313313 * so cache it and only poll it as needed.
314- *
314+ *
315315 * The values are stored and returned in a Rectangle object.
316316 *
317317 * @method Phaser.GameObjects.Container#getBounds
@@ -394,7 +394,7 @@ var Container = new Class({
394394 if ( this . exclusive )
395395 {
396396 gameObject . parentContainer = null ;
397-
397+
398398 this . _sysEvents . once ( 'shutdown' , gameObject . destroy , gameObject ) ;
399399 }
400400 } ,
@@ -448,7 +448,7 @@ var Container = new Class({
448448
449449 /**
450450 * Adds the given Game Object, or array of Game Objects, to this Container.
451- *
451+ *
452452 * Each Game Object must be unique within the Container.
453453 *
454454 * @method Phaser.GameObjects.Container#add
@@ -467,9 +467,9 @@ var Container = new Class({
467467
468468 /**
469469 * Adds the given Game Object, or array of Game Objects, to this Container at the specified position.
470- *
470+ *
471471 * Existing Game Objects in the Container are shifted up.
472- *
472+ *
473473 * Each Game Object must be unique within the Container.
474474 *
475475 * @method Phaser.GameObjects.Container#addAt
@@ -594,7 +594,7 @@ var Container = new Class({
594594 *
595595 * You can also specify a property and value to search for, in which case it will return the first
596596 * Game Object in this Container with a matching property and / or value.
597- *
597+ *
598598 * For example: `getFirst('visible', true)` would return the first Game Object that had its `visible` property set.
599599 *
600600 * You can limit the search to the `startIndex` - `endIndex` range.
@@ -622,7 +622,7 @@ var Container = new Class({
622622 * For example: `getAll('body')` would return only Game Objects that have a body property.
623623 *
624624 * You can also specify a value to compare the property to:
625- *
625+ *
626626 * `getAll('visible', true)` would return only Game Objects that have their visible property set to `true`.
627627 *
628628 * Optionally you can specify a start and end index. For example if this Container had 100 Game Objects,
@@ -647,16 +647,16 @@ var Container = new Class({
647647 /**
648648 * Returns the total number of Game Objects in this Container that have a property
649649 * matching the given value.
650- *
650+ *
651651 * For example: `count('visible', true)` would count all the elements that have their visible property set.
652- *
652+ *
653653 * You can optionally limit the operation to the `startIndex` - `endIndex` range.
654654 *
655655 * @method Phaser.GameObjects.Container#count
656656 * @since 3.4.0
657657 *
658- * @param {string } property - [description]
659- * @param {any } value - [description]
658+ * @param {string } property - The property to check.
659+ * @param {any } value - The value to check.
660660 * @param {integer } [startIndex=0] - An optional start index to search from.
661661 * @param {integer } [endIndex=Container.length] - An optional end index to search up to (but not included)
662662 *
@@ -676,7 +676,7 @@ var Container = new Class({
676676 *
677677 * @param {Phaser.GameObjects.GameObject } child1 - The first Game Object to swap.
678678 * @param {Phaser.GameObjects.GameObject } child2 - The second Game Object to swap.
679- *
679+ *
680680 * @return {Phaser.GameObjects.Container } This Container instance.
681681 */
682682 swap : function ( child1 , child2 )
@@ -688,7 +688,7 @@ var Container = new Class({
688688
689689 /**
690690 * Moves a Game Object to a new position within this Container.
691- *
691+ *
692692 * The Game Object must already be a child of this Container.
693693 *
694694 * The Game Object is removed from its old position and inserted into the new one.
@@ -711,7 +711,7 @@ var Container = new Class({
711711
712712 /**
713713 * Removes the given Game Object, or array of Game Objects, from this Container.
714- *
714+ *
715715 * The Game Objects must already be children of this Container.
716716 *
717717 * You can also optionally call `destroy` on each Game Object that is removed from the Container.
@@ -746,7 +746,7 @@ var Container = new Class({
746746
747747 /**
748748 * Removes the Game Object at the given position in this Container.
749- *
749+ *
750750 * You can also optionally call `destroy` on the Game Object, if one is found.
751751 *
752752 * @method Phaser.GameObjects.Container#removeAt
@@ -771,7 +771,7 @@ var Container = new Class({
771771
772772 /**
773773 * Removes the Game Objects between the given positions in this Container.
774- *
774+ *
775775 * You can also optionally call `destroy` on each Game Object that is removed from the Container.
776776 *
777777 * @method Phaser.GameObjects.Container#removeBetween
@@ -800,7 +800,7 @@ var Container = new Class({
800800
801801 /**
802802 * Removes all Game Objects from this Container.
803- *
803+ *
804804 * You can also optionally call `destroy` on each Game Object that is removed from the Container.
805805 *
806806 * @method Phaser.GameObjects.Container#removeAll
@@ -958,7 +958,7 @@ var Container = new Class({
958958
959959 /**
960960 * Returns `true` if the given Game Object is a direct child of this Container.
961- *
961+ *
962962 * This check does not scan nested Containers.
963963 *
964964 * @method Phaser.GameObjects.Container#exists
@@ -975,7 +975,7 @@ var Container = new Class({
975975
976976 /**
977977 * Sets the property to the given value on all Game Objects in this Container.
978- *
978+ *
979979 * Optionally you can specify a start and end index. For example if this Container had 100 Game Objects,
980980 * and you set `startIndex` to 0 and `endIndex` to 50, it would return matches from only
981981 * the first 50 Game Objects.
@@ -987,7 +987,7 @@ var Container = new Class({
987987 * @param {any } value - The value to get the property to.
988988 * @param {integer } [startIndex=0] - An optional start index to search from.
989989 * @param {integer } [endIndex=Container.length] - An optional end index to search up to (but not included)
990- *
990+ *
991991 * @return {Phaser.GameObjects.Container } This Container instance.
992992 */
993993 setAll : function ( property , value , startIndex , endIndex )
@@ -1010,7 +1010,7 @@ var Container = new Class({
10101010 *
10111011 * A copy of the Container is made before passing each entry to your callback.
10121012 * This protects against the callback itself modifying the Container.
1013- *
1013+ *
10141014 * If you know for sure that the callback will not change the size of this Container
10151015 * then you can use the more performant `Container.iterate` method instead.
10161016 *
@@ -1020,7 +1020,7 @@ var Container = new Class({
10201020 * @param {function } callback - The function to call.
10211021 * @param {object } [context] - Value to use as `this` when executing callback.
10221022 * @param {...* } [args] - Additional arguments that will be passed to the callback, after the child.
1023- *
1023+ *
10241024 * @return {Phaser.GameObjects.Container } This Container instance.
10251025 */
10261026 each : function ( callback , context )
@@ -1057,7 +1057,7 @@ var Container = new Class({
10571057 * @param {function } callback - The function to call.
10581058 * @param {object } [context] - Value to use as `this` when executing callback.
10591059 * @param {...* } [args] - Additional arguments that will be passed to the callback, after the child.
1060- *
1060+ *
10611061 * @return {Phaser.GameObjects.Container } This Container instance.
10621062 */
10631063 iterate : function ( callback , context )
@@ -1099,7 +1099,7 @@ var Container = new Class({
10991099
11001100 /**
11011101 * Returns the first Game Object within the Container, or `null` if it is empty.
1102- *
1102+ *
11031103 * You can move the cursor by calling `Container.next` and `Container.previous`.
11041104 *
11051105 * @name Phaser.GameObjects.Container#first
@@ -1127,7 +1127,7 @@ var Container = new Class({
11271127
11281128 /**
11291129 * Returns the last Game Object within the Container, or `null` if it is empty.
1130- *
1130+ *
11311131 * You can move the cursor by calling `Container.next` and `Container.previous`.
11321132 *
11331133 * @name Phaser.GameObjects.Container#last
@@ -1155,7 +1155,7 @@ var Container = new Class({
11551155
11561156 /**
11571157 * Returns the next Game Object within the Container, or `null` if it is empty.
1158- *
1158+ *
11591159 * You can move the cursor by calling `Container.next` and `Container.previous`.
11601160 *
11611161 * @name Phaser.GameObjects.Container#next
@@ -1183,7 +1183,7 @@ var Container = new Class({
11831183
11841184 /**
11851185 * Returns the previous Game Object within the Container, or `null` if it is empty.
1186- *
1186+ *
11871187 * You can move the cursor by calling `Container.next` and `Container.previous`.
11881188 *
11891189 * @name Phaser.GameObjects.Container#previous
0 commit comments