diff --git a/Phaser/gameobjects/Emitter.ts b/Phaser/gameobjects/Emitter.ts
index 2ed8f20c..be9bc8ec 100644
--- a/Phaser/gameobjects/Emitter.ts
+++ b/Phaser/gameobjects/Emitter.ts
@@ -16,10 +16,10 @@ module Phaser {
/**
* Creates a new Emitter object at a specific position.
* Does NOT automatically generate or attach particles!
- *
- * @param X The X position of the emitter.
- * @param Y The Y position of the emitter.
- * @param Size Optional, specifies a maximum capacity for this emitter.
+ *
+ * @param X {number} The X position of the emitter.
+ * @param Y {number} The Y position of the emitter.
+ * @param Size {number} Optional, specifies a maximum capacity for this emitter.
*/
constructor(game: Game, X: number = 0, Y: number = 0, Size: number = 0) {
super(game, Size);
@@ -165,14 +165,14 @@ module Phaser {
/**
* This function generates a new array of particle sprites to attach to the emitter.
- *
- * @param Graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
- * @param Quantity The number of particles to generate when using the "create from image" option.
- * @param BakedRotations How many frames of baked rotation to use (boosts performance). Set to zero to not use baked rotations.
- * @param Multiple Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
- * @param Collide Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
- *
- * @return This Emitter instance (nice for chaining stuff together, if you're into that).
+ *
+ * @param Graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
+ * @param Quantity {number} The number of particles to generate when using the "create from image" option.
+ * @param BakedRotations {number} How many frames of baked rotation to use (boosts performance). Set to zero to not use baked rotations.
+ * @param Multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
+ * @param Collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
+ *
+ * @return This Emitter instance (nice for chaining stuff together, if you're into that).
*/
public makeParticles(Graphics, Quantity: number = 50, BakedRotations: number = 16, Multiple: bool = false, Collide: number = 0): Emitter {
@@ -182,7 +182,7 @@ module Phaser {
/*
if(Multiple)
- {
+ {
var sprite:Sprite = new Sprite(this._game);
sprite.loadGraphic(Graphics,true);
totalFrames = sprite.frames;
@@ -318,11 +318,11 @@ module Phaser {
/**
* Call this function to start emitting particles.
- *
- * @param Explode Whether the particles should all burst out at once.
- * @param Lifespan How long each particle lives once emitted. 0 = forever.
- * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
- * @param Quantity How many particles to launch. 0 = "all of the particles".
+ *
+ * @param Explode {boolean} Whether the particles should all burst out at once.
+ * @param Lifespan {number} How long each particle lives once emitted. 0 = forever.
+ * @param Frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
+ * @param Quantity {number} How many particles to launch. 0 = "all of the particles".
*/
public start(Explode: bool = true, Lifespan: number = 0, Frequency: number = 0.1, Quantity: number = 0) {
@@ -395,9 +395,9 @@ module Phaser {
/**
* A more compact way of setting the width and height of the emitter.
- *
- * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions).
- * @param Height The desired height of the emitter.
+ *
+ * @param Width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
+ * @param Height {number} The desired height of the emitter.
*/
public setSize(Width: number, Height: number) {
this.width = Width;
@@ -406,9 +406,9 @@ module Phaser {
/**
* A more compact way of setting the X velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
+ *
+ * @param Min {number} The minimum value for this range.
+ * @param Max {number} The maximum value for this range.
*/
public setXSpeed(Min: number = 0, Max: number = 0) {
this.minParticleSpeed.x = Min;
@@ -417,9 +417,9 @@ module Phaser {
/**
* A more compact way of setting the Y velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
+ *
+ * @param Min {number} The minimum value for this range.
+ * @param Max {number} The maximum value for this range.
*/
public setYSpeed(Min: number = 0, Max: number = 0) {
this.minParticleSpeed.y = Min;
@@ -428,9 +428,9 @@ module Phaser {
/**
* A more compact way of setting the angular velocity constraints of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
+ *
+ * @param Min {number} The minimum value for this range.
+ * @param Max {number} The maximum value for this range.
*/
public setRotation(Min: number = 0, Max: number = 0) {
this.minRotation = Min;
@@ -439,8 +439,8 @@ module Phaser {
/**
* Change the emitter's midpoint to match the midpoint of a Object.
- *
- * @param Object The Object that you want to sync up with.
+ *
+ * @param Object {object} The Object that you want to sync up with.
*/
public at(Object) {
Object.getMidpoint(this._point);