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Updated JSDocs
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src/gameobjects/sprite/Sprite.js

Lines changed: 3 additions & 19 deletions
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@@ -191,8 +191,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Sprite#play
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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|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -258,8 +256,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Sprite#playReverse
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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 3.50.0
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*
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* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -290,8 +286,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Components.Animation#playAfterDelay
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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 3.50.0
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*
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* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -319,8 +313,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Components.Animation#playAfterRepeat
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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 3.50.0
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*
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* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
@@ -374,8 +366,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Sprite#stop
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* @fires Phaser.Animations.Events#ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
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* @since 3.50.0
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*
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* @return {this} This Game Object.
@@ -388,7 +378,7 @@ var Sprite = new Class({
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/**
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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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* It then dispatches the `ANIMATION_STOP` series of events.
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* It then dispatches the `ANIMATION_STOP` event.
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*
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* If no animation is running, no events will be dispatched.
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*
@@ -397,8 +387,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Sprite#stopAfterDelay
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* @fires Phaser.Animations.Events#ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
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* @since 3.50.0
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*
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* @param {integer} delay - The number of milliseconds to wait before stopping this animation.
@@ -413,7 +401,7 @@ var Sprite = new Class({
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/**
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* Stops the current animation from playing after the given number of repeats.
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*
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* It then dispatches the `ANIMATION_STOP` series of events.
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* It then dispatches the `ANIMATION_STOP` event.
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*
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* If no animation is running, no events will be dispatched.
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*
@@ -422,8 +410,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Sprite#stopAfterRepeat
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* @fires Phaser.Animations.Events#ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
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* @since 3.50.0
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*
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* @param {integer} [repeatCount=1] - How many times should the animation repeat before stopping?
@@ -439,7 +425,7 @@ var Sprite = new Class({
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* Stops the current animation from playing when it next sets the given frame.
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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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* It then dispatches the `ANIMATION_STOP` series of events.
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* It then dispatches the `ANIMATION_STOP` event.
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*
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* If no animation is running, no events will be dispatched.
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*
@@ -448,8 +434,6 @@ var Sprite = new Class({
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*
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* @method Phaser.GameObjects.Sprite#stopOnFrame
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* @fires Phaser.Animations.Events#ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
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* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
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* @since 3.50.0
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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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