diff --git a/Phaser/FXManager.ts b/Phaser/FXManager.ts index af76b90c..70149bcf 100644 --- a/Phaser/FXManager.ts +++ b/Phaser/FXManager.ts @@ -55,6 +55,8 @@ module Phaser { * Adds a new FX to the FXManager. * The effect must be an object with at least one of the following methods: preUpdate, postUpdate, preRender, render or postRender. * A new instance of the effect will be created and a reference to Game will be passed to the object constructor. + * @param {object} effect + * @return {any} */ public add(effect): any { @@ -154,6 +156,11 @@ module Phaser { /** * Pre-render is called at the start of the object render cycle, before any transforms have taken place. * It happens directly AFTER a canvas context.save has happened if added to a Camera. + * @param {Camera} camera + * @param {number} cameraX + * @param {number} cameraY + * @param {number} cameraWidth + * @param {number} cameraHeight */ public preRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) { @@ -172,6 +179,11 @@ module Phaser { /** * render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered. + * @param {Camera} camera + * @param {number} cameraX + * @param {number} cameraY + * @param {number} cameraWidth + * @param {number} cameraHeight */ public render(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) { diff --git a/Phaser/Group.ts b/Phaser/Group.ts index b30ccf73..25654daa 100644 --- a/Phaser/Group.ts +++ b/Phaser/Group.ts @@ -187,9 +187,9 @@ module Phaser { *
WARNING: If the group has a maxSize that has already been met, * the object will NOT be added to the group!
* - * @param Object The object you want to add to the group. + * @param {Basic} Object The object you want to add to the group. * - * @return The sameBasic object that was passed in.
+ * @return {Basic} The same Basic object that was passed in.
*/
public add(Object: Basic) {
@@ -269,9 +269,9 @@ module Phaser {
* and no object class was provided, it will return null
* instead of a valid object!
*
- * @param ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter!
+ * @param {class} ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter!
*
- * @return A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;).
+ * @return {any} A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;).
*/
public recycle(ObjectClass = null) {
@@ -321,10 +321,10 @@ module Phaser {
/**
* Removes an object from the group.
*
- * @param object The Basic you want to remove.
- * @param splice Whether the object should be cut from the array entirely or not.
+ * @param {Basic} object The Basic you want to remove.
+ * @param {boolean} splice Whether the object should be cut from the array entirely or not.
*
- * @return The removed object.
+ * @return {Basic} The removed object.
*/
public remove(object: Basic, splice: bool = false): Basic {
@@ -352,10 +352,10 @@ module Phaser {
/**
* Replaces an existing Basic with a new one.
*
- * @param oldObject The object you want to replace.
- * @param newObject The new object you want to use instead.
+ * @param {Basic} oldObject The object you want to replace.
+ * @param {Basic} newObject The new object you want to use instead.
*
- * @return The new object.
+ * @return {Basic} The new object.
*/
public replace(oldObject: Basic, newObject: Basic): Basic {
@@ -379,8 +379,8 @@ module Phaser {
* State.update() override. To sort all existing objects after
* a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING).
*
- * @param index The string name of the member variable you want to sort on. Default value is "y".
- * @param order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING.
+ * @param {string} index The string name of the member variable you want to sort on. Default value is "y".
+ * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING.
*/
public sort(index: string = "y", order: number = Group.ASCENDING) {
@@ -393,9 +393,9 @@ module Phaser {
/**
* Go through and set the specified variable to the specified value on all members of the group.
*
- * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
- * @param Value The value you want to assign to that variable.
- * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable.
+ * @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
+ * @param {Object} Value The value you want to assign to that variable.
+ * @param {boolean} Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable.
*/
public setAll(VariableName: string, Value: Object, Recurse: bool = true) {
@@ -424,8 +424,8 @@ module Phaser {
* Go through and call the specified function on all members of the group.
* Currently only works on functions that have no required parameters.
*
- * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
- * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function.
+ * @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
+ * @param {boolean} Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function.
*/
public callAll(FunctionName: string, Recurse: bool = true) {
@@ -450,6 +450,10 @@ module Phaser {
}
}
+ /**
+ * @param {function} callback
+ * @param {boolean} recursive
+ */
public forEach(callback, recursive: bool = false) {
var basic;
@@ -474,6 +478,11 @@ module Phaser {
}
+ /**
+ * @param {any} context
+ * @param {function} callback
+ * @param {boolean} recursive
+ */
public forEachAlive(context, callback, recursive: bool = false) {
var basic;
@@ -502,9 +511,9 @@ module Phaser {
* Call this function to retrieve the first object with exists == false in the group.
* This is handy for recycling in general, e.g. respawning enemies.
*
- * @param [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class.
+ * @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class.
*
- * @return A Basic currently flagged as not existing.
+ * @return {any} A Basic currently flagged as not existing.
*/
public getFirstAvailable(ObjectClass = null) {
@@ -529,7 +538,7 @@ module Phaser {
* Call this function to retrieve the first index set to 'null'.
* Returns -1 if no index stores a null object.
*
- * @return An int indicating the first null slot in the group.
+ * @return {number} An int indicating the first null slot in the group.
*/
public getFirstNull(): number {
@@ -557,7 +566,7 @@ module Phaser {
* Call this function to retrieve the first object with exists == true in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
- * @return A Basic currently flagged as existing.
+ * @return {Basic} A Basic currently flagged as existing.
*/
public getFirstExtant(): Basic {
@@ -582,7 +591,7 @@ module Phaser {
* Call this function to retrieve the first object with dead == false in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
- * @return A Basic currently flagged as not dead.
+ * @return {Basic} A Basic currently flagged as not dead.
*/
public getFirstAlive(): Basic {
@@ -607,7 +616,7 @@ module Phaser {
* Call this function to retrieve the first object with dead == true in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
- * @return A Basic currently flagged as dead.
+ * @return {Basic} A Basic currently flagged as dead.
*/
public getFirstDead(): Basic {
@@ -631,7 +640,7 @@ module Phaser {
/**
* Call this function to find out how many members of the group are not dead.
*
- * @return The number of Basics flagged as not dead. Returns -1 if group is empty.
+ * @return {number} The number of Basics flagged as not dead. Returns -1 if group is empty.
*/
public countLiving(): number {
@@ -664,7 +673,7 @@ module Phaser {
/**
* Call this function to find out how many members of the group are dead.
*
- * @return The number of Basics flagged as dead. Returns -1 if group is empty.
+ * @return {number} The number of Basics flagged as dead. Returns -1 if group is empty.
*/
public countDead(): number {
@@ -697,10 +706,10 @@ module Phaser {
/**
* Returns a member at random from the group.
*
- * @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
- * @param Length Optional restriction on the number of values you want to randomly select from.
+ * @param {number} StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
+ * @param {number} Length Optional restriction on the number of values you want to randomly select from.
*
- * @return A Basic from the members list.
+ * @return {Basic} A Basic from the members list.
*/
public getRandom(StartIndex: number = 0, Length: number = 0): Basic {
@@ -744,10 +753,10 @@ module Phaser {
/**
* Helper function for the sort process.
*
- * @param Obj1 The first object being sorted.
- * @param Obj2 The second object being sorted.
+ * @param {Basic} Obj1 The first object being sorted.
+ * @param {Basic} Obj2 The second object being sorted.
*
- * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
+ * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
*/
public sortHandler(Obj1: Basic, Obj2: Basic): number {
diff --git a/Phaser/Motion.ts b/Phaser/Motion.ts
index 0dfb4630..6d91c688 100644
--- a/Phaser/Motion.ts
+++ b/Phaser/Motion.ts
@@ -21,13 +21,13 @@ module Phaser {
/**
* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
- *
- * @param Velocity Any component of velocity (e.g. 20).
- * @param Acceleration Rate at which the velocity is changing.
- * @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
- * @param Max An absolute value cap for the velocity.
- *
- * @return The altered Velocity value.
+ *
+ * @param {number} Velocity Any component of velocity (e.g. 20).
+ * @param {number} Acceleration Rate at which the velocity is changing.
+ * @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
+ * @param {number} Max An absolute value cap for the velocity.
+ *
+ * @return {number} The altered Velocity value.
*/
public computeVelocity(Velocity: number, Acceleration: number = 0, Drag: number = 0, Max: number = 10000): number {
@@ -71,11 +71,11 @@ module Phaser {
/**
* Given the angle and speed calculate the velocity and return it as a Point
- *
- * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
- * @param speed The speed it will move, in pixels per second sq
- *
- * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
+ *
+ * @param {number} angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
+ * @param {number} speed The speed it will move, in pixels per second sq
+ *
+ * @return {Point} A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
*/
public velocityFromAngle(angle: number, speed: number): Point {
@@ -97,24 +97,24 @@ module Phaser {
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true.
- * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate().
+ *
+ * @param {Basic} ObjectOrGroup1 Any object that is or extends GameObject or Group.
+ * @param {Basic} ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself.
+ * @param {Function} NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true.
+ * @param {Function} ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate().
*/
public load(ObjectOrGroup1: Basic, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null) {
@@ -382,9 +382,9 @@ module Phaser {
* Call this function to add an object to the root of the tree.
* This function will recursively add all group members, but
* not the groups themselves.
- *
- * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
- * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST.
+ *
+ * @param {Basic} ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
+ * @param {Number} List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST.
*/
public add(ObjectOrGroup: Basic, List: number) {
@@ -628,7 +628,7 @@ module Phaser {
* QuadTree's other main function. Call this after adding objects
* using QuadTree.load() to compare the objects that you loaded.
*
- * @return Whether or not any overlaps were found.
+ * @return {Boolean} Whether or not any overlaps were found.
*/
public execute(): bool {
@@ -699,8 +699,8 @@ module Phaser {
/**
* An private for comparing an object against the contents of a node.
- *
- * @return Whether or not any overlaps were found.
+ *
+ * @return {Boolean} Whether or not any overlaps were found.
*/
private overlapNode(): bool {
diff --git a/Phaser/system/input/Finger.ts b/Phaser/system/input/Finger.ts
index fbf9555b..e518358b 100644
--- a/Phaser/system/input/Finger.ts
+++ b/Phaser/system/input/Finger.ts
@@ -10,7 +10,7 @@ module Phaser {
export class Finger {
- /**
+ /**
* Constructor
* @param {Phaser.Game} game.
* @return {Phaser.Finger} This object.
@@ -22,10 +22,10 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @property _game
- * @type Phaser.Game
+ * @type {Phaser.Game}
* @private
**/
private _game: Game;
@@ -33,154 +33,154 @@ module Phaser {
/**
* An identification number for each touch point. When a touch point becomes active, it must be assigned an identifier that is distinct from any other active touch point. While the touch point remains active, all events that refer to it must assign it the same identifier.
* @property identifier
- * @type Number
+ * @type {Number}
*/
public identifier: number;
/**
*
* @property active
- * @type Boolean
+ * @type {Boolean}
*/
public active: bool;
- /**
- *
+ /**
+ *
* @property point
- * @type Point
+ * @type {Point}
**/
public point: Point = null;
- /**
- *
+ /**
+ *
* @property circle
- * @type Circle
+ * @type {Circle}
**/
public circle: Circle = null;
/**
*
* @property withinGame
- * @type Boolean
+ * @type {Boolean}
*/
public withinGame: bool = false;
/**
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientX
- * @type Number
+ * @type {Number}
*/
public clientX: number = -1;
- //
+ //
/**
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientY
- * @type Number
+ * @type {Number}
*/
public clientY: number = -1;
- //
+ //
/**
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageX
- * @type Number
+ * @type {Number}
*/
public pageX: number = -1;
/**
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageY
- * @type Number
+ * @type {Number}
*/
public pageY: number = -1;
/**
* The horizontal coordinate of point relative to the screen in pixels
* @property screenX
- * @type Number
+ * @type {Number}
*/
public screenX: number = -1;
/**
* The vertical coordinate of point relative to the screen in pixels
* @property screenY
- * @type Number
+ * @type {Number}
*/
public screenY: number = -1;
/**
* The horizontal coordinate of point relative to the game element
* @property x
- * @type Number
+ * @type {Number}
*/
public x: number = -1;
/**
* The vertical coordinate of point relative to the game element
* @property y
- * @type Number
+ * @type {Number}
*/
public y: number = -1;
/**
* The Element on which the touch point started when it was first placed on the surface, even if the touch point has since moved outside the interactive area of that element.
* @property target
- * @type Any
+ * @type {Any}
*/
public target;
- /**
- *
+ /**
+ *
* @property isDown
- * @type Boolean
+ * @type {Boolean}
**/
public isDown: bool = false;
- /**
- *
+ /**
+ *
* @property isUp
- * @type Boolean
+ * @type {Boolean}
**/
public isUp: bool = false;
- /**
- *
+ /**
+ *
* @property timeDown
- * @type Number
+ * @type {Number}
**/
public timeDown: number = 0;
- /**
- *
+ /**
+ *
* @property duration
- * @type Number
+ * @type {Number}
**/
public duration: number = 0;
- /**
- *
+ /**
+ *
* @property timeUp
- * @type Number
+ * @type {Number}
**/
public timeUp: number = 0;
- /**
- *
+ /**
+ *
* @property justPressedRate
- * @type Number
+ * @type {Number}
**/
public justPressedRate: number = 200;
- /**
- *
+ /**
+ *
* @property justReleasedRate
- * @type Number
+ * @type {Number}
**/
public justReleasedRate: number = 200;
/**
- *
+ *
* @method start
* @param {Any} event
*/
@@ -211,7 +211,7 @@ module Phaser {
}
/**
- *
+ *
* @method move
* @param {Any} event
*/
@@ -237,7 +237,7 @@ module Phaser {
}
/**
- *
+ *
* @method leave
* @param {Any} event
*/
@@ -249,7 +249,7 @@ module Phaser {
}
/**
- *
+ *
* @method stop
* @param {Any} event
*/
@@ -265,10 +265,10 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @method justPressed
- * @param {Number} [duration].
+ * @param {Number} [duration].
* @return {Boolean}
*/
public justPressed(duration?: number = this.justPressedRate): bool {
@@ -284,10 +284,10 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @method justReleased
- * @param {Number} [duration].
+ * @param {Number} [duration].
* @return {Boolean}
*/
public justReleased(duration?: number = this.justReleasedRate): bool {
@@ -306,7 +306,7 @@ module Phaser {
/**
* Returns a string representation of this object.
* @method toString
- * @return {string} a string representation of the instance.
+ * @return {String} a string representation of the instance.
**/
public toString(): string {
diff --git a/Phaser/system/input/Input.ts b/Phaser/system/input/Input.ts
index bde9380c..bcedecdc 100644
--- a/Phaser/system/input/Input.ts
+++ b/Phaser/system/input/Input.ts
@@ -26,20 +26,64 @@ module Phaser {
private _game: Game;
+ /**
+ *
+ * @type {Mouse}
+ */
public mouse: Mouse;
+ /**
+ *
+ * @type {Keyboard}
+ */
public keyboard: Keyboard;
+ /**
+ *
+ * @type {Touch}
+ */
public touch: Touch;
+ /**
+ *
+ * @type {Number}
+ */
public x: number = 0;
+ /**
+ *
+ * @type {Number}
+ */
public y: number = 0;
+ /**
+ *
+ * @type {Number}
+ */
public scaleX: number = 1;
+ /**
+ *
+ * @type {Number}
+ */
public scaleY: number = 1;
+ /**
+ *
+ * @type {Number}
+ */
public worldX: number = 0;
+ /**
+ *
+ * @type {Number}
+ */
public worldY: number = 0;
+ /**
+ *
+ * @type {Phaser.Signal}
+ */
public onDown: Phaser.Signal;
+ /**
+ *
+ * @type {Phaser.Signal}
+ */
public onUp: Phaser.Signal;
public update() {
@@ -63,18 +107,29 @@ module Phaser {
}
+ /**
+ * @param {Camera} [camera]
+ */
public getWorldX(camera?: Camera = this._game.camera) {
return camera.worldView.x + this.x;
}
+ /**
+ * @param {Camera} [camera]
+ */
public getWorldY(camera?: Camera = this._game.camera) {
return camera.worldView.y + this.y;
}
+ /**
+ * @param {Number} x
+ * @param {Number} y
+ * @param {String} [color]
+ */
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._game.stage.context.font = '14px Courier';
diff --git a/Phaser/system/input/Keyboard.ts b/Phaser/system/input/Keyboard.ts
index e3415304..c269bab2 100644
--- a/Phaser/system/input/Keyboard.ts
+++ b/Phaser/system/input/Keyboard.ts
@@ -30,6 +30,9 @@ module Phaser {
}
+ /**
+ * @param {Any} keycode
+ */
public addKeyCapture(keycode) {
if (typeof keycode === 'object')
@@ -46,6 +49,9 @@ module Phaser {
}
+ /**
+ * @param {Number} keycode
+ */
public removeKeyCapture(keycode: number) {
delete this._capture[keycode];
@@ -58,6 +64,9 @@ module Phaser {
}
+ /**
+ * @param {KeyboardEvent} event
+ */
public onKeyDown(event: KeyboardEvent) {
if (this._capture[event.keyCode])
@@ -77,6 +86,9 @@ module Phaser {
}
+ /**
+ * @param {KeyboardEvent} event
+ */
public onKeyUp(event: KeyboardEvent) {
if (this._capture[event.keyCode])
@@ -105,6 +117,11 @@ module Phaser {
}
+ /**
+ * @param {Number} keycode
+ * @param {Number} [duration]
+ * @return {Boolean}
+ */
public justPressed(keycode: number, duration?: number = 250): bool {
if (this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration))
@@ -118,6 +135,11 @@ module Phaser {
}
+ /**
+ * @param {Number} keycode
+ * @param {Number} [duration]
+ * @return {Boolean}
+ */
public justReleased(keycode: number, duration?: number = 250): bool {
if (this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration))
@@ -131,6 +153,10 @@ module Phaser {
}
+ /**
+ * @param {Number} keycode
+ * @return {Boolean}
+ */
public isDown(keycode: number): bool {
if (this._keys[keycode])
diff --git a/Phaser/system/input/Mouse.ts b/Phaser/system/input/Mouse.ts
index e25eff5e..b882c822 100644
--- a/Phaser/system/input/Mouse.ts
+++ b/Phaser/system/input/Mouse.ts
@@ -28,10 +28,25 @@ module Phaser {
public static MIDDLE_BUTTON: number = 1;
public static RIGHT_BUTTON: number = 2;
+ /**
+ * @type {Boolean}
+ */
public isDown: bool = false;
+ /**
+ * @type {Boolean}
+ */
public isUp: bool = true;
+ /**
+ * @type {Number}
+ */
public timeDown: number = 0;
+ /**
+ * @type {Number}
+ */
public duration: number = 0;
+ /**
+ * @type {Number}
+ */
public timeUp: number = 0;
public start() {
@@ -49,6 +64,9 @@ module Phaser {
}
+ /**
+ * @param {MouseEvent} event
+ */
public onMouseDown(event: MouseEvent) {
this.button = event.button;
@@ -79,6 +97,9 @@ module Phaser {
}
+ /**
+ * @param {MouseEvent} event
+ */
public onMouseMove(event: MouseEvent) {
this.button = event.button;
@@ -91,6 +112,9 @@ module Phaser {
}
+ /**
+ * @param {MouseEvent} event
+ */
public onMouseUp(event: MouseEvent) {
this.button = event.button;
diff --git a/Phaser/system/input/Touch.ts b/Phaser/system/input/Touch.ts
index 45d876c3..fa2a0ae6 100644
--- a/Phaser/system/input/Touch.ts
+++ b/Phaser/system/input/Touch.ts
@@ -21,7 +21,7 @@ module Phaser {
export class Touch {
- /**
+ /**
* Constructor
* @param {Game} game.
* @return {Touch} This object.
@@ -50,133 +50,133 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @property _game
- * @type Game
+ * @type {Game}
* @private
**/
private _game: Game;
- /**
- *
+ /**
+ *
* @property x
- * @type Number
+ * @type {Number}
**/
public x: number = 0;
- /**
- *
+ /**
+ *
* @property y
- * @type Number
+ * @type {Number}
**/
public y: number = 0;
- /**
- *
+ /**
+ *
* @property _fingers
- * @type Array
+ * @type {Array}
* @private
**/
private _fingers: Finger[];
- /**
- *
+ /**
+ *
* @property finger1
- * @type Finger
+ * @type {Finger}
**/
public finger1: Finger;
- /**
- *
+ /**
+ *
* @property finger2
- * @type Finger
+ * @type {Finger}
**/
public finger2: Finger;
- /**
- *
+ /**
+ *
* @property finger3
- * @type Finger
+ * @type {Finger}
**/
public finger3: Finger;
- /**
- *
+ /**
+ *
* @property finger4
- * @type Finger
+ * @type {Finger}
**/
public finger4: Finger;
- /**
- *
+ /**
+ *
* @property finger5
- * @type Finger
+ * @type {Finger}
**/
public finger5: Finger;
- /**
- *
+ /**
+ *
* @property finger6
- * @type Finger
+ * @type {Finger}
**/
public finger6: Finger;
- /**
- *
+ /**
+ *
* @property finger7
- * @type Finger
+ * @type {Finger}
**/
public finger7: Finger;
- /**
- *
+ /**
+ *
* @property finger8
- * @type Finger
+ * @type {Finger}
**/
public finger8: Finger;
- /**
- *
+ /**
+ *
* @property finger9
- * @type Finger
+ * @type {Finger}
**/
public finger9: Finger;
- /**
- *
+ /**
+ *
* @property finger10
- * @type Finger
+ * @type {Finger}
**/
public finger10: Finger;
- /**
- *
+ /**
+ *
* @property latestFinger
- * @type Finger
+ * @type {Finger}
**/
public latestFinger: Finger;
- /**
- *
+ /**
+ *
* @property isDown
- * @type Boolean
+ * @type {Boolean}
**/
public isDown: bool = false;
- /**
- *
+ /**
+ *
* @property isUp
- * @type Boolean
+ * @type {Boolean}
**/
public isUp: bool = true;
public touchDown: Signal;
public touchUp: Signal;
- /**
- *
- * @method start
+ /**
+ *
+ * @method start
*/
public start() {
@@ -191,7 +191,7 @@ module Phaser {
}
- /**
+ /**
* Prevent iOS bounce-back (doesn't work?)
* @method consumeTouchMove
* @param {Any} event
@@ -202,8 +202,8 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @method onTouchStart
* @param {Any} event
**/
@@ -239,7 +239,7 @@ module Phaser {
}
- /**
+ /**
* Doesn't appear to be supported by most browsers yet
* @method onTouchCancel
* @param {Any} event
@@ -265,7 +265,7 @@ module Phaser {
}
- /**
+ /**
* Doesn't appear to be supported by most browsers yet
* @method onTouchEnter
* @param {Any} event
@@ -293,7 +293,7 @@ module Phaser {
}
- /**
+ /**
* Doesn't appear to be supported by most browsers yet
* @method onTouchLeave
* @param {Any} event
@@ -319,8 +319,8 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @method onTouchMove
* @param {Any} event
**/
@@ -349,8 +349,8 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @method onTouchEnd
* @param {Any} event
**/
@@ -384,8 +384,8 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @method calculateDistance
* @param {Finger} finger1
* @param {Finger} finger2
@@ -393,8 +393,8 @@ module Phaser {
public calculateDistance(finger1: Finger, finger2: Finger) {
}
- /**
- *
+ /**
+ *
* @method calculateAngle
* @param {Finger} finger1
* @param {Finger} finger2
@@ -402,8 +402,8 @@ module Phaser {
public calculateAngle(finger1: Finger, finger2: Finger) {
}
- /**
- *
+ /**
+ *
* @method checkOverlap
* @param {Finger} finger1
* @param {Finger} finger2
@@ -411,18 +411,18 @@ module Phaser {
public checkOverlap(finger1: Finger, finger2: Finger) {
}
- /**
- *
- * @method update
+ /**
+ *
+ * @method update
*/
public update() {
}
- /**
- *
- * @method stop
+ /**
+ *
+ * @method stop
*/
public stop() {
@@ -435,8 +435,8 @@ module Phaser {
}
- /**
- *
+ /**
+ *
* @method reset
**/
public reset() {