Fixed some documentation typos.

This commit is contained in:
photonstorm
2014-01-09 01:23:23 +00:00
parent 5f9acdca4b
commit 754219a978
5 changed files with 14 additions and 7 deletions
+2
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@@ -80,6 +80,7 @@ New features:
* Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load.
* Groups can now be added to other Groups as children via group.add() and group.addAt()
* Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
* Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game.
New Examples:
@@ -135,6 +136,7 @@ Updates:
* Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
* Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
* The Time class now has its own Phaser.Timer which you can access through game.time.events. See the new Timer examples to show how to use them.
* Added StateManager.getCurrentState to return the currently running State object (thanks Niondir)
Bug Fixes:
+1 -1
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@@ -20,7 +20,7 @@
*
* Follow Phaser development progress at http://www.photonstorm.com
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser
* and my love of game development originate.
*
* "If you want your children to be intelligent, read them fairy tales."
+1 -1
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@@ -20,7 +20,7 @@
*
* Follow Phaser development progress at http://www.photonstorm.com
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser
* and my love of game development originate.
*
* "If you want your children to be intelligent, read them fairy tales."
+5
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@@ -373,6 +373,11 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.updateCache();
this.updateBounds();
/**
* @property {PIXI.Point} pivot - The pivot point of the displayObject that it rotates around.
*/
};
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
+5 -5
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@@ -100,7 +100,7 @@ Phaser.Keyboard.prototype = {
* The Key object can then be polled, have events attached to it, etc.
*
* @method Phaser.Keyboard#addKey
* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @return {Phaser.Key} The Key object which you can store locally and reference directly.
*/
addKey: function (keycode) {
@@ -117,7 +117,7 @@ Phaser.Keyboard.prototype = {
* Removes a Key object from the Keyboard manager.
*
* @method Phaser.Keyboard#removeKey
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
*/
removeKey: function (keycode) {
@@ -339,7 +339,7 @@ Phaser.Keyboard.prototype = {
/**
* Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
* @method Phaser.Keyboard#justPressed
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false.
*/
@@ -359,7 +359,7 @@ Phaser.Keyboard.prototype = {
/**
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
* @method Phaser.Keyboard#justReleased
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false.
*/
@@ -379,7 +379,7 @@ Phaser.Keyboard.prototype = {
/**
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
* @method Phaser.Keyboard#isDown
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @return {boolean} True if the key is currently down.
*/
isDown: function (keycode) {