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Fixed JSDoc event names
1 parent 6e181ed commit ace0ee7

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Lines changed: 18 additions & 6 deletions

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src/gameobjects/components/Animation.js

Lines changed: 18 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -516,7 +516,9 @@ var Animation = new Class({
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* Animations are stored in the global Animation Manager and are referenced by a unique string-based key.
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*
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* @method Phaser.GameObjects.Components.Animation#play
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* @fires Phaser.GameObjects.Components.Animation#onStartEvent
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* @fires Phaser.Animations.Events#ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
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* @since 3.0.0
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*
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* @param {(string|Phaser.Animations.Animation)} key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
@@ -555,7 +557,9 @@ var Animation = new Class({
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* Plays an Animation (in reverse mode) on the Game Object that owns this Animation Component.
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*
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* @method Phaser.GameObjects.Components.Animation#playReverse
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* @fires Phaser.GameObjects.Components.Animation#onStartEvent
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* @fires Phaser.Animations.Events#ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
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* @since 3.12.0
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*
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* @param {(string|Phaser.Animations.Animation)} key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
@@ -844,7 +848,9 @@ var Animation = new Class({
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* If there is another animation queued (via the `chain` method) then it will start playing immediately.
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*
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* @method Phaser.GameObjects.Components.Animation#stop
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @fires Phaser.Animations.Events#ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
@@ -884,7 +890,9 @@ var Animation = new Class({
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* Stops the current animation from playing after the specified time delay, given in milliseconds.
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*
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* @method Phaser.GameObjects.Components.Animation#stopAfterDelay
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @fires Phaser.Animations.Events#ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
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* @since 3.4.0
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*
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* @param {integer} delay - The number of milliseconds to wait before stopping this animation.
@@ -903,7 +911,9 @@ var Animation = new Class({
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* Stops the current animation from playing when it next repeats.
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*
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* @method Phaser.GameObjects.Components.Animation#stopOnRepeat
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @fires Phaser.Animations.Events#ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
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* @since 3.4.0
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
@@ -920,7 +930,9 @@ var Animation = new Class({
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* If this frame doesn't exist within the animation it will not stop it from playing.
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*
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* @method Phaser.GameObjects.Components.Animation#stopOnFrame
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @fires Phaser.Animations.Events#ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_COMPLETE
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_COMPLETE
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* @since 3.4.0
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*
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* @param {Phaser.Animations.AnimationFrame} frame - The frame to check before stopping this animation.

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