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jsdoc tweaks
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Lines changed: 14 additions & 2 deletions

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src/gameobjects/GameObject.js

Lines changed: 11 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -31,6 +31,7 @@ var GameObject = new Class({
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* Game Objects can only belong to one Scene.
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*
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* @property {Phaser.Scene} scene
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* @alias Phaser.GameObjects.GameObject#scene
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* @protected
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* @since 3.0.0
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*/
@@ -41,6 +42,7 @@ var GameObject = new Class({
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* Used internally by Phaser but is available for your own custom classes to populate.
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*
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* @property {string} type
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* @alias Phaser.GameObjects.GameObject#type
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* @since 3.0.0
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*/
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this.type = type;
@@ -50,6 +52,7 @@ var GameObject = new Class({
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* Empty by default and never populated by Phaser, this is left for developers to use.
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*
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* @property {string} [name='']
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* @alias Phaser.GameObjects.GameObject#name
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* @since 3.0.0
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*/
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this.name = '';
@@ -60,6 +63,7 @@ var GameObject = new Class({
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* An active object is one which is having its logic and internal systems updated.
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*
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* @property {boolean} [active=true]
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* @alias Phaser.GameObjects.GameObject#active
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* @since 3.0.0
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*/
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this.active = true;
@@ -69,6 +73,7 @@ var GameObject = new Class({
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* Reserved for future use by plugins and the Input Manager.
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*
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* @property {integer} [tabIndex=-1]
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* @alias Phaser.GameObjects.GameObject#tabIndex
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* @since 3.0.0
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*/
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this.tabIndex = -1;
@@ -79,6 +84,7 @@ var GameObject = new Class({
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* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
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*
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* @property {Phaser.Data.DataManager} data
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* @alias Phaser.GameObjects.GameObject#data
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* @since 3.0.0
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*/
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this.data = null;
@@ -89,6 +95,7 @@ var GameObject = new Class({
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* If those components are not used by your custom class then you can use this bitmask as you wish.
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*
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* @property {integer} [renderFlags=15]
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* @alias Phaser.GameObjects.GameObject#renderFlags
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* @since 3.0.0
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*/
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this.renderFlags = 15;
@@ -98,7 +105,7 @@ var GameObject = new Class({
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* Not usually set directly. Instead call `Camera.ignore`.
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*
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* @property {number} [cameraFilter=0]
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* @see Phaser.Cameras.Camera.ignore
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* @alias Phaser.GameObjects.GameObject#cameraFilter
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* @since 3.0.0
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*/
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this.cameraFilter = 0;
@@ -108,7 +115,7 @@ var GameObject = new Class({
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* Not usually set directly. Instead call `GameObject.setInteractive()`.
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*
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* @property {?Phaser.Input.InteractiveObject} [input=null]
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* @see setInteractive
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* @alias Phaser.GameObjects.GameObject#input
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* @since 3.0.0
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*/
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this.input = null;
@@ -117,6 +124,7 @@ var GameObject = new Class({
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* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
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*
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* @property {?Phaser.Physics.Body} [body=null]
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* @alias Phaser.GameObjects.GameObject#body
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* @since 3.0.0
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*/
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this.body = null;
@@ -343,6 +351,7 @@ var GameObject = new Class({
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* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
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*
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* @constant {integer} RENDER_MASK
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* @memberOf Phaser.GameObjects.GameObject
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* @default
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*/
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GameObject.RENDER_MASK = 15;

src/gameobjects/blitter/Blitter.js

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -28,6 +28,7 @@ var GameObject = require('../GameObject');
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* @param {string} [texture='__DEFAULT'] - The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager.
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* @param {string|integer} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.
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*/
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var Blitter = new Class({
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Extends: GameObject,
@@ -59,6 +60,7 @@ var Blitter = new Class({
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* [description]
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*
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* @property {Phaser.GameObjects.DisplayList} children
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* @alias Phaser.GameObjects.Blitter#children
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* @since 3.0.0
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*/
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this.children = new DisplayList();
@@ -67,6 +69,7 @@ var Blitter = new Class({
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* [description]
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*
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* @property {array} renderList
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* @alias Phaser.GameObjects.Blitter#renderList
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* @default []
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* @since 3.0.0
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*/

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