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Fixed a few jsdoc errors.
1 parent 0c9bcc2 commit bf32590

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Lines changed: 10 additions & 4 deletions

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README.md

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@@ -69,7 +69,7 @@ Updated
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* Updated the PhysicsEditor plugin to maintain position, radius, mask bits, category bits and sensor flags (thanks @georgiee, #674)
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* Further TypeScript defs tweaks (thanks @clark-stevenson)
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* Lowered the default size of SpriteBatch from 10000 to 2000 as this yields faster results on mobile (pixi.js update)
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* Fix for 'jagged' strokes on custom fonts. (thanks @nickryall, #677)
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* Fix for 'jagged' strokes on custom fonts (thanks @nickryall, #677)
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* The State.update function (and thus the update of any sub-classed Sprites or other objects) is now called before Stage, Tweens, Sound, Input, etc (#662)
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* The Phaser jshint process is now running on Travis (thanks @xtian, #656)
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* The Phaser Gruntfile is now split up into option tasks (thanks @xtian, #638)

src/core/Game.js

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@@ -157,7 +157,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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this.stage = null;
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/**
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* @property {Phaser.TimeManager} time - Reference to game clock.
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* @property {Phaser.Time} time - Reference to the core game clock.
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*/
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this.time = null;
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src/core/Group.js

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@@ -357,6 +357,7 @@ Phaser.Group.prototype.updateZ = function () {
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* Advances the Group cursor to the next object in the Group. If it's at the end of the Group it wraps around to the first object.
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*
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* @method Phaser.Group#next
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* @return {*} The child the cursor now points to.
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*/
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Phaser.Group.prototype.next = function () {
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@@ -373,6 +374,8 @@ Phaser.Group.prototype.next = function () {
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}
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this.cursor = this.children[this._cache[8]];
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return this.cursor;
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}
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};
@@ -381,6 +384,7 @@ Phaser.Group.prototype.next = function () {
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* Moves the Group cursor to the previous object in the Group. If it's at the start of the Group it wraps around to the last object.
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*
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* @method Phaser.Group#previous
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* @return {*} The child the cursor now points to.
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*/
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Phaser.Group.prototype.previous = function () {
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@@ -397,6 +401,8 @@ Phaser.Group.prototype.previous = function () {
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}
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this.cursor = this.children[this._cache[8]];
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return this.cursor;
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}
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};

src/core/State.js

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@@ -70,7 +70,7 @@ Phaser.State = function () {
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this.stage = null;
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/**
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* @property {Phaser.TimeManager} time - Reference to game clock.
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* @property {Phaser.Time} time - Reference to the core game clock.
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*/
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this.time = null;
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@@ -90,7 +90,7 @@ Phaser.State = function () {
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this.particles = null;
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/**
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* @property {Phaser.Physics.World} physics - Reference to the physics manager.
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* @property {Phaser.Physics} physics - Reference to the physics manager.
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*/
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this.physics = null;
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