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);