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JSDocs update ;)
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+8
-8
@@ -117,8 +117,8 @@ Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
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* @method follow
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* @param target {Phaser.Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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* @param {Phaser.Sprite} target The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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follow: function (target, style) {
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@@ -157,8 +157,8 @@ Phaser.Camera.prototype = {
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/**
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* Move the camera focus to a location instantly.
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* @method focusOnXY
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* @param x {number} X position.
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* @param y {number} Y position.
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* @param {number} x X position.
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* @param {number} y Y position.
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*/
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focusOnXY: function (x, y) {
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@@ -260,8 +260,8 @@ Phaser.Camera.prototype = {
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* without having to use game.camera.x and game.camera.y
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*
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* @method setPosition
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* @param x {number} X position.
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* @param y {number} Y position.
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* @param {number} x X position.
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* @param {number} y Y position.
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*/
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setPosition: function (x, y) {
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@@ -275,8 +275,8 @@ Phaser.Camera.prototype = {
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* Sets the size of the view rectangle given the width and height in parameters
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*
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* @method setSize
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* @param width {number} the desired width.
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* @param height {number} the desired height.
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* @param {number} width The desired width.
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* @param {number} height The desired height.
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*/
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setSize: function (width, height) {
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+5
-5
@@ -12,9 +12,9 @@
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*
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* @class Stage
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* @constructor
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* @param game {Phaser.Game} game reference to the currently running game.
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* @param width {number} width of the canvas element
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* @param height {number} height of the canvas element
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* @param {Phaser.Game} game Game reference to the currently running game.
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* @param {number} width Width of the canvas element
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* @param {number} height Height of the canvas element
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*/
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Phaser.Stage = function (game, width, height) {
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@@ -64,7 +64,7 @@ Phaser.Stage = function (game, width, height) {
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* The current scaleMode
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* @property scaleMode
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* @public
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* @type {Phaser.StageScaleMode}
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* @type {number}
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*/
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this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
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@@ -117,7 +117,7 @@ Phaser.Stage.prototype = {
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/**
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* This method is called when the document visibility is changed.
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* @method visibilityChange
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* @param event [Event] its type will be used to decide whether the game should be paused or not
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* @param {Event} event Its type will be used to decide whether the game should be paused or not
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*/
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visibilityChange: function (event) {
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+3
-3
@@ -15,7 +15,7 @@
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*
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* @class World
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* @constructor
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* @param game {Phaser.Game} reference to the current game instance.
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* @param {Phaser.Game} game Reference to the current game instance.
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*/
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Phaser.World = function (game) {
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@@ -115,8 +115,8 @@ Phaser.World.prototype = {
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/**
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* Updates the size of this world.
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* @method setSize
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* @param width {number} New width of the world.
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* @param height {number} New height of the world.
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* @param {number} width New width of the world.
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* @param {number} height New height of the world.
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*/
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setSize: function (width, height) {
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